Isn’t there a decent amount of parity between cartridges and cds today, though? Isn’t that why the Switch uses cartridges? I know modern games are huge, but are they really that huge? I also refuse to buy cds because of how fragile they are but cartridges have a much longer shelf life in comparison. That analogy may not be so apt.
My fitst console (Famicon) had cartridges.
Ahh, how I miss buying a cartridge for what is now 5€ in a fair ... Anyone that looked cool, really. It would be fun anyway.
Yeah I love retro gaming. Sometimes the price is too expensive for the older games. In that case I use mods or emulators.
You say Famicon? In north America it was just called the Nintendo Entertainment System or NES. I have the system as well, but it is a side loader meaning that it's like a tape system. It's not very reliable sadly.
Intriguing that europe got both of them. After the day though they are the same system. The cartridges are compatible with each other with an adapter. The NES side loader is a iconic design and a good looking system imo, but the reliability of the connection is terrible.
Anon has a point. Unreal may be valid choice for developers, being an all around good engine, but making an in house engine makes a game stand out more by giving it the feel and look that the developers want for their game, not to mention they could be able to do things that aren’t possible with any other engine.
Unreal is good for cutting costs, which is completely valid for small developers, however one would expect more from big developers such as the ones mentioned above.
Unreal is not just about cutting costs. It's about hiring and time to get up to speed. Teaching people to use your own proprietary engine is infinitely more difficult than hiring someone with unreal experience now working in unreal on your project.
That’s what I meant with “cutting costs”, overall it will be cheaper to make a game with Unreal, even more if we take into account the amount of outsourcing that takes place in the industry nowadays.
making an in house engine makes a game stand out more by giving it the feel and look that the developers want for their game, not to mention they could be able to do things that aren’t possible with any other engine
I don't think you realize what an undertaking it is to make a performant game engine in this day and age.
You can get a huge difference in look & feel out of the Unreal Engine. If you just want to develop a game (and deliver a reliable product on time), developing your own engine these days is crazy.
I don't get why. Using a more broadly used solution instead of creating and/or maintaining your own engine is not the same as using outdated technology. The in-house engine might even be a better fit to your own games and the superior technology. However, it comes at a cost and is less broadly available knowledge.
And the amount of parties invested into a properly working engine and more broadly available knowledge might of course mean that Unreal can get a lot better than whatever these parties do seperately.
I wouldn't say it is a cartridge vs cd situation though.
Unironically he is right about the FOX ENGINE. It's one of the best engines out there with a fuck ton of potential. MGSV looked amazing while being able to run on a shitbox at 60. To top it off it has great character and car physics it feels incredibly smooth and satisfying to play.
It was only used for that game and the....erm Metal gear survive...Great job konami!
PES 2014. They tried to implement the Fox Engine because of the new gen consoles and they failed miserably and pretty much ruined most of the goodwill the fanbase had in the game... It took like 3 or 4 years to get a solid game with that engine.
So much they had to rebrand it to eFootball and since 2022 it has become an online game
One thing that always keeps me awake at night is the thought of PES 2014 with the PES 2013 engine, that might've probably been the best football game of all time
In-house engines will always be tailored to the games they were developed for.
Just because you have a good experience as a player, does not mean the engine is good if it takes hundred/thousands of hours to iron out bugs. Development time is both limited and expensive.
The fox engine really wasn't that special. The driving in MGSV was notoriously weird. I think the most remarkable thing in that engine was the magazine physics.
Realistically, performance will eventually get better once unreal becomes a standard because of how common it'll be, meaning it'll develop faster and consoles and PCs may even start being made to natively work better with it.
Standardising things has historically been pretty beneficial, if sometimes a little boring.
I think studios might start making modified versions of base unreal engine. But engine development is a major part of studios so the employees specialised in that will be affected a bit
I do agree that it made MGSV look amazing, but unfortunately, it couldn’t handle more than 12 enemies on-screen at once. I once tried putting more than 12 unconscious ZRS soldiers in a room and their bodies kept disappearing in smoke when I walked away a small distance.
It also doesn’t seem to support AI soldiers fighting. I saw a post a while ago where someone made a Soviet soldier NPC technically friendly, but upon getting an alert status, he still fired at Snake. There was no chance of getting a big battle between a squad of DDs and Soviets, which was extremely unfortunate
I would agree if Unreal Engine was actually good. I feel like most of the time I see Unreal on a modern release it has tons of stuttering issues. SH2 has some pretty bad traversal stutters regardless of setup. And that sucks because I feel like Unreal 3 and prior were quite well done in comparison.
UE isnt perfect and well made in-house engine will always be the best - id tech is the best example. AAA devs all switching to Unreal is not good at all.
You are aware the reason they're switching is to save money, right? Maintaining an engine is VERY expensive, but a competent specialised engine is always going to give a better end-product compared to a general purpose engine.
Cartridges. Pfft. Back in my day, we used cassette tapes on the Commodore 64 and we liked it. Took 2 minutes to load a shitty game you'd be bored with in 10 minutes and that's the way we like it, dagnabit.
I hope to god the Bethesda rumors are true, the creation engine has been outdated when it came out and it honoestly didn't imrove in any major way since skyrim. It's a joke of an engine that they really should've redone from scratch and not torture the tired corpse of the original. But unreal is better than nothing.
i mean i kinda get why this happens, every time i look on a game like star citizen and their in-house engine that’s been in development for years with no end in sight. don’t get me wrong they did have to make one themselves to achieve their visions i but i get it. id rather teach myself tools that i can actually use at home rather than trying to understand what the fuck is happening in some internal tech
Bought that game in middle school and thought it was so cool and fun. Waited for the sequel and I didn't get Internet until like, 2014 only to learn it got immediately shitcanned cause of developer drama or something? Something about a dude crying that something was being stolen from him like a game engine or some shit? IDK, was a cool game.
Lived in bumfuck nowhere, didn't really need it had a 360 and cable to keep me entertained. Got a shitty laptop and overpriced internet in like 9th grade.
Such bullshit imo. Growing up and getting into my career I was honestly excited to pick “my” company and ride it out. Now corporations borderline penalize people for loyalty.
Microsoft would hire contractors for short windows, like 6 months. It would take them let's say 4 months to learn the in house engine and then they could put in 2 months of work before leaving. Towards the end of development for Infinite, they were sitting on a game engine built in 2 month gaps by contractors that weren't even there anymore. They built a Frankenstein engine and then expected it to run smoothly.
Studios aren't meant to be run by c suite execs who don't know what an engine is or why is necessary. To them, they hear how fucking expensive it sounds and demand someone further down the pole cut costs and you end up with franken engine 3 years later. Once again, mid level management doesn't get held accountable. I say fuck em all, get paid and do nothing. I wasn't gonna buy the next Microsoft owned game anyway. Good luck Bethesda, id, etc. You're all dead to me.
Studios aren't meant to be run by c suite execs who don't know what an engine is or why is necessary.
I am a software engineer, and this is basically the story of my life so far. Boss is a scientist who repeatedly tells us he doesn't understand programming, and yet the entire software team is accountable to him. You'd be surprised how underrated soft skills are in this profession. You really can't grow if you don't learn to water everything down for anyone who doesn't code.
Working for a manager who doesn’t understand the field he’s managing is like working for a child who needs you to explain how the world around them works.
Speaking from someone who got into the profession since COVID some companies are frothing over soft skills because they realise they have an entire generation of management and employees who can't communicate effectively with each other.
I've for sure noticed it. It does shock me sometimes talking to some older devs and the way they struggle to talk. For the record not everyone is like that for sure. And yeah dumbing it down for someone is a herculean task for them.
Tencent is the owner of Unreal. They probably have some incentive structure for executives that switch. The Chinese government wants a back door into your programs and this is how they will do it.
it's the year 2028. Every game is made in Unreal engine 5. TAA is the only antialiasing method left, because all the other effects like lighting/shadows/ambient occlusion/denoising depend on it. All games look like vaseline has been smeared on your monitor and you will like it.
Rockstar will keep doing their thing. Setting the bar at a level that the rest of the industry takes a generation or more to meet.
It's been 5 years since red dead 2 and the only game out there that holds a candle to it in terms of visual fidelity, attention to detail and gameplay is Last of Us 2
It's really, really not. Elder Scrolls and Halo are some of the most important and well known series in gaming, period. Valorant is just a hero-shooter with no relevance beyond twitch.
That, and most inhouse engines are a clusterfuck of old code no one really understands because the people who wrote it are long gone and they didn't annotate anything, so the little change breaks it.
Senior staff are leaving in droves. They're asking guys who are starting families and starting to age for 60-100 hours of their time per week to make a game that some corporate exec or money-grubbing shareholder sucked all the soul and passion out of in favor of trying to make the most broadly appealing, risk-averse, profit-generating game possible. The remaining senior developers' loyalty is rewarded with layoffs because the business guys see them as a big annual paycheck rather than someone with irreplaceable expertise.
When you add the fact that more than half of your staff are contractors that get replaced every 6 months to 2 years, the transfer of knowledge is severely hindered.
EA, Activision, Blizzard, and Ubisoft all started as small, passionate teams until they started making that Madden, Call of Duty, World of Warcraft, Assassin's Creed money and they ballooned from development studios into massive corporations. And if there's one thing you can't corporatize, it's art.
Easier to hire people who already have experience with UE than teach them how to use an in house engine
this, and Epic being such a giga monopoly in the game engine space probably means their licencing rates are very favourable... Even to AAA beancounters.
Either way CDPR perfectly outline that while the RED engine is impressive, the cost and loss of training people to work with it in a high turnover industry was becoming onerous. Sure they could be doing things better, but that's their logic and it makes sense.
the unreal engine is not only more powerful than the engines listed, but also more versatile and easier to program in. they’re switching because it can make their products easier to work with
Unreal is good in a broad/general sense but it’s not as good as Creation Engine at the things that particular engine excels at (persistent world objects as an example)
Being good at persistent world objects was the cause of Starfield having the small "fishbowl" planet chunks. It was also the cause of NPC pathing issues in Fallout 4
Very true, although I firmly believe these things can improve with iterations (and money, like most things I suppose).
For example, ES6 might be three times the size of Skyrim or some shit because they’ve leveraged the procgen developments from Starfield but refined it to more closely resemble handcrafted landscaping. Just my two cents though.
In this case, it's a fundamental limitation of how the engine is designed to handle coordinates.
In the CE, there's always a fixed zero point to which everything refers. That's why they can do persistent world objects. But it also limits the size of the map because of float precision. Basically the old Minecraft Far Lands issue, but much much closer to home. That's why Starfield maps were comparatively small.
So it doesn't matter how much procgen they throw at it, they're limited in size.
There's also an issue I understand less that has to do with all "instances" of the world being on technically the same grid. So changing something in one after (like building in the vault 88 FO4) affected the outside world, "removing" certain parts of the map from NPC pathing. Only scaled up by the difference in map size.
There's apparently more issues with CE, but there's videos on that. Because of how fundamental on the design level they are, resolving them would be as much work as just writing a new, different engine from scratch.
But Bethesda allegedly spent 8 years on Starfield and didn't fix it, despite it being a core limitation to the core concept of the game. Instead, they worked around it, kneecapping the exploration aspect.
In other words, I wouldn't hold my breath for them fixing the engine.
What do you get from saying that ? Do they pay you?
As someone who has actually worked with various game engines, unreal is not this utopian dream people think it is. Godot and unity currently have a greater usage in the industry and there are many reasons for that
Name 3 big games made with Godot. Name one AAA studios developing on Godot. I love the engine, it's fun and functional and I use it for my own current project, but greater usage in the industry than Unreal? You are talking out of your ass
Also when talking about big releases, at least recent ones.. hopefully not the direction we continue going in. Games made for shareholders, with all of the passion removed.
Measuring game engine popularity by their usage in game jams when discussing game engine use in industry is intellectually dishonest. In game jams the games don't have to be maintained or be supported in the long term. They don't have to be hired for beyond the 1-5 enthusiasts who make the game once and forget about it.
In industry you have the complete opposite problem. Industry will happily take entrenched jank over new jank just because of developer availability, vendor support, and global knowledge base.
It's the same in web dev with React vs Vue/Svelte and programming with C++ vs. Rust. You have the actual industry standard vs what hobbyists love and _want_ to become the industry standard.
Not deliberately trying to be dishonest. Fair points.
I may be biased because I was personally very frustrated with the unreal engine 4 hell we seemed to go through last year with small teams. Terminator resistance being on UE4 broke me man. Just hoping for less of that.
UE5 made a huge jump from 4 in pretty much every aspect. Performance, out of the box tools, UX, documentation, etc. I'd strongly suggest giving it another go.
In the industry, big games mean budget and that is a pretty objective measurement.
Godot is great for game jams, great for small scope projects, but it stills lacks in a lot of places when you are looking for scalability and maintenance. The landscape is full of one off indies and game jams and your link accounts for those. Such metrics are honestly not relevant for serious game development (and by serious, I mean you plan to make games as your full time job)
Someone on reddit hears an argument, contemplated it and eventually agreed? Color me surprised.
Sorry for coming in a bit aggressive with my first comment. It seems hearing gamers discussions on dev topics (engines, physics, rendering) has worn me out a bit.
Also Unreal can afford to hire all the stupidly smart math people.
Making great engines is really hard and requires insane talent and knowledge.
Yes building a custom one for your specific game can unleash some immense potential (see a game like Factorio being able to comfortably load THAT many things at once) but it also pretty much limits you to making only that game
Now when they fire 80% of their workforce after the game is made they don't have to worry about the new wage slaves they ~~abuse~~ hire not knowing how to use their engine. Industry standards are there not for the consumer or the worker, but for the conglomerate.
You can make an equally plausible argument about how in-house engines are a conspiracy to drive down wages/negotiating power by making your employee's skills non-transferable to potential competitors. Damned if you do, damned if you don't.
Industry standards are there not for the consumer or the worker, but for the conglomerate.
While I agree with you 100% about the shitty conditions that game programmers often face in the industry, I will completely disagree about your take on industry standards.
Standards are what gave us the Internet, and those standards (TCP/IP, HTTP, etc.) were largely developed before the corporatization of the internet. If it wasn't for bullshit corporate reasons, we would have a unified instant messaging system akin to email (Jabber/XMPP).
It's also makes games that perform terribly. It's an awful engine and it's sad to see developers moving to it. But I suppose thats the cost of all these layoffs, no one has time to learn a new engine.
Maybe yes but the Fox engine is an underutilized masterpiece of an engine. I still have no idea how they made MGSV:GZ look THAT good on a ps3 for crying out loud
proprietary software is also a nightmare (and i'd suggest you avoid it regardless of where you work). the videogame industry is so fraught with layoffs, imagine a game doesn't perform well and you get the axe?
what next? you apply for a job at a studio that uses a completely different piece of software that you have to learn from scratch? do that all over again if you move to a new studio?
Rigging hierarchies can be complex af- still, I import and force-delete and re-import character rigs hundreds of times for my job, and crashes aren’t really a part of that process for me.
Now GPU dx12 crashes on the other hand can happen a lot, especially on lower end hardware! The simple fix is to switch your scene preview settings to a lower scalability when working on your game
In worked in Unreal as a dev for several years and could rant about this for quite a while but tldr, engines are becoming increasingly more expensive to maintain, and they’re all fundamentally aiming to do more or less the same thing, so why should two companies spend exorbitant sums of money developing two separate in house engines when it’s much cheaper and more beneficial to let a third party dedicated to engine development handle it.
A lot of people rail against this as companies selling out or losing their charm but for many reasons that I’ll bother touring out if someone asks, this is mainly a good thing.
Unreal is a fantastic tool, but I feel like smart companies are going to keep some variation of their in house engine as some back burner pet project to experiment with/have a backup if unreal gets whacked by something
If something were to happen, like Epic going bankrupt or something, then I would be willing to bet either Unreal would go open source or more likely a large company like Microsoft would snap it up with a buyout. Maintaining an in house engine is not something you do as a back burner pet project anymore, it’s just not realistic unless you’re Activision-Blizzard or Microsoft or some other multi-billion dollar company.
The biggest issue for in house engines is the gap between game developments.
When you had your devs back to work the day after release on another project in the same engine it made sense for it to be a specialized in-house engine.
Now with the gaps they are using more contractors and it's hard to keep everyone knowledgeable about how to make games in the engine and the engine up to date
This is a good point, the changing job market is definitely a part of it, and it is a valid concern that a large industry move to third party engines would exacerbate the contractor issue - though I think the move to contractors was there before third party engines took off.
One reason cyberpunk took so long and came out janky in the beginning was because of the difficulty getting the engine to work properly. That's why they switched over. They'll be able to get their games lit faster not eating resources on engine development
Spot on. It's perfect for an average third person hack and slash. It can be tweaked and changed to flow better and be more immersive... but they never do that, so that's why they all look the same
I've been mass downvoted in the past for saying similar things but it's how I feel today. That's probably my fault though, because I want headphones on. Full immersion games. I don't want to spend my time playing assassin's creed or gears of war. I hate how unreal engine games in general "feel"
For example the recent system shock remake... amazing, the only flaw with it being unreal. they should have stayed on unity, because of that unreal... feel it now has. Don't like.
I think in terms of video games future, don't fear because plenty of millenials are jumping into small but amazing projects now. There's good stuff coming with godot. Be stressed about climate change and the economy instead, because they're well and truly fucked.
Depends. Games like Deep Rock Galactic and Fortnite both manage to escape this trap, but a lot of games only seek to push graphics settings and thus don't consider how they'll affect the artstyle.
Mirror's Edge is also an unreal engine game with an extremely good artstyle, but it's too old to be used as a good example.
There are also games like Satisfactory, which has a fairly good art style, but still looks somewhat generic due to it's usage of built-in Unreal Engine graphics settings, like Lumen. If you enable Lumen in both Satisfactory and Fortnite, they begin to look more similar than if you didn't enable Lumen.
Dragon quest 11, kingdom hearts 3, Conan exiles, little nightmares, DragonBall fighterZ, borderlands 3, sea of thieves, and way more were all made in unreal.
They shoot for passable fotorealistic graphics. Better graphics would mean that they wouldn't have to rely on bs like upscaling or framegen in order to achieve 60fps while also looking fotorealistic.
I would agree if modern games would actually look better, but they don't. Games have been stagnating in terms of fotorealistic graphics in the last 5 years.
Requiring external software to enhance the image because the Devs couldn't do it by themselves is not a finished product for me. And you can blame the suits, the Devs or nvidia for pushing this technology, at the end we shouldn't be accepting this lazy excuse of a "solution".
Games appear to be stagnating. The newest push is in RT, which consoles just cant handle. Textures are getting larger, which take more memory and other algorithms like Tessellation to render correctly at a distance. Not to mention that the jump from 2k to 4k is barely noticeable for background objects and stuff. What are you exactly wanting out of newer graphics? Because the only way you get better is by refining algorithms and meshes and this point. Skin won’t look photorealistic without subsurface scattering which is HUGELY intensive. More objects in a scene means more computer memory AND graphics memory. There are so many bottlenecks here that blocking for basically everyone except the super-enthusiasts which are running multiple top-of-the-line cards. And Tbh graphics is about where it needs to be, I don’t need anything better at this point because I just don’t care. Games look better than they ever have and you’re using nearly five year old games like Cyberpunk as modern benchmarks.
As for “the devs couldn’t do it themselves”, you can only cut so much with a dull knife, and a dull knife is what 90% of the consumer market is using, so the devs optimize for a dull knife.
What are you exactly wanting out of newer graphics?
Graphics wise I was absolutely happy since 2016. Games like Battlefield 1, SWBF2 or Control look absolutely amazing while also running smooth.
Nowadays you have stuff like Outlaws or Jedi Survivor (or the new Monster Hunter for that matter) where the game looks the same but runs worse, requiring the stated upscaling technologies and whatnot to run at 60 fps. It is not acceptable, however you want to excuse it.
I mean I've been playing wuthering waves and its looks amazing without being too focused on hyper realism. Its just higher ups in companies don't really understand the essence of having you own style, companies that do capitalize and gain from it.
im a huge fan of arkane studios and their games (glances nervously at redfall) and feel like they are great in the art direction regard. I mean they certainly have an aesthetic they are know for (giant hands) but the art direction really is good. Like deathloop and especially dishonored look amazing imo. and while both games have similarly modeled people, they both look completely different. one has a neon 60s inspired look with a touch of futurism. the other is a steampunk late 1800s aesthetic based on london and the Mediterranean (for both 1 and 2 respectively). Prey is slightly more realistic but still heavily styled.
The game weird west is another great example. made by wolf eye studios, a company made by someone who helped make dishonored. and that studios newest game has a style kind of similar to dishonored but with a retro futurism vibe instead.
They could also make it look not generic. They do not, however. UE4 used to be my fav engine but today the only thing this logo signals to me is that the game will look generic and run like shit, unless it's a one in a million AAA game with actual care put into it
Ask photorealistic ones maybe, but there’s tons of games that use UE and have interesting art direction that isn’t photorealistic. Hell you can make 2d games in EU.
I would imagine it's that you're seeing companies slash production costs alongside using UE so they are hiring amateur UI/UX people, and using the path of least resistance implementations of game mechanics. So yeah, a game without any soul is going to look the same as any other when they share an engine. It's like judging compsci 101 projects, they barely know anything, of course it all looks 90% the same. And when given a generic task, they all independently come up with a very similar generic solution.
Had that talk with someone else just recently about this exact topic. He said that would only be because everyone is using the basic shades/meshes, and that UE is actually pretty versatile.
Not necessarily disagreeing with that, but I can still tell if a game with a realistic artstyle is using UE. They all just have that "sheen" to them.
It’s the lighting engine and the way shadows are rendered. Ironically enough, Epic themselves makes some pretty unique looking stuff with their own engine by pushing the limits of what it can do. The matrix demo from a few years back is a good example. The lumen lighting in that is ridiculous
doesnt matter, considering how mediocre is starfield, I dont have any hopes on es6, and modding scene wont be good in the first place if the game dont worth modders effort (just like starfield)
Starfield is currently Nr.15 on Nexus of the most modded games of all time despite being only a year old.
I just don't understand why so many people live in their own fantasy world where Starfield was a massive flop. I didn't like Starfield myself but I can accept reality for what it is.
Starfield has 4000 to 5000 daily players. Skyrim has thrice that on a good day. Starfield was a flop, you'd have to do some serious mental gymnastics to convince yourself otherwise.
Comparing a new IP to the seventh best selling video game in human history is a LITTTLE disingenuous, 5000 daily actives is still more than the overwhelming majority of games.
again, it's FINE, it's not great, but it's certainly not shit, it wouldn't be 100-200\~th most active players on steam -right now- a year after release because it's bad, it's just a game.
Starfield was one of the most anticipated and decently hyped games of the year, by a studio of which any and all releases since Skyrim have been anticipated. People aren't playing it because it should have released 10 years ago. The overall score of 59%, the recent score of 47% and the DLC score of 30% all point to it being a bad game. After the first month the game lost 200k active players. After the second another 93k. There's nothing disingenuous about that.
Man, its a single player RPG that is still in the top 150\~ ish games on steam after more than a year. It's /fine/
It's obviously not bethesda's best game, but it's still one of the better RPG experiences out there compared to the general chaff, there's only a half dozen studios that can put out a more compelling RPG than starfield.
Despite what a lot of people say, Starfield is decent. Dated and flawed, sure, but it's fun. It's not everything I wanted, but it met what I wanted from it.
There are some unique parts of the game that I really love. Zero g combat for one.
The only other game that does zero g FPS combat in the same way (better) is Star Citizen, and that game is over a decade in development and will probably fail.
15th is dogshit for a Bethesda game on Nexus considering all others are the top 10 and it can't even beat Morrowind which is a game almost no one plays
Compared to Skyrim it was a massive flop. Bethesda will never match what they had in 2011 on any case, there games are 15 yrs behind in design and they run on gamer nostalgia fumes more than anything else.
Unless they completely change the formula with ES6, I can't see how they'd mess this up. It's a different game than Starfield, meaning you can't make the mistake of having 1000 planets or whatever.
Don't underestimate Tood, he'll make TES6 into Battlespire 2 and have a 1000 shitty generated worlds with one village of 4 houses each, all accessible through your massive time- and resources-sink home.
Unreal is somewhat easy to use to create mods of existing games. From the top of my head I can think of Squad, plenty of mods that add new guns, models, and even the full conversion Star Wars mod that looks like what Battlefront 2 could've been.
Modding was so prevalent in earlier Bethesda games because the creation engine had tools to mod the game, unreal engine will not have those tools unless Bethesda decides to make custom modding tools for their game. UE games are not known for their modding capabilities.
From my personal experience, not good. Most of the unreal engine games I have played have been severely under-modded due to the technical difficulties of doing so.
Basically the easier it is to do the more you'll see, and less when it's harder.
For comparison, Unity games are supposedly so easy to mod you'll find people doing so for even games that never intended it to be (Tarkov). Just look at KSP, cities skylines, etc. Those games live BECAUSE of their easy to get into modding scene.
To put it simply, the UE that devs licence for their games is different from the personal use UE and there are numerous compatibility issues while the unity a game dev company is the same unity you can download and use for it, the company would just have to pay a licencing fee since they are using it for a commercial product.
I agree, I know Unity is also incredibly simple to develop in, but clearly something is different. I have heard it has something to do with how the two handle assets (models, textures, etc.), but hopefully someone with experience chimes in.
Professionals with years of experience in one engine are easier to onboard for your gaming company than it is for amateurs trying to modify the game they like to play in that same engine
Some of it's on game devs too. Some devs release amazing modding tools and extremely well documented APIs for modding and some actively try to make it hard to mod their games, or half-bake a tool once they learn players are modding that unintentionally makes it harder.
Factorio is the gold standard for moddabiliy IMO, it's on a custom engine build just for the game, and has its own bespoke mod manager and well documented modding API. I'm an absolutely trash programmer and even a hobbyist schmuck like me can make quite game changing mods in it.
Yea but then you have to have teams to further develop and maintain the engine and teach everyone about your engine, with how inflated game budgets and development times have already gotten is it worth it?
Yes, it is worth it because it will lead to a better product.
But Publishers/Execs at game studios don't care about a better product, they care about getting sales while ensuring development cost and time is minimized.
It is not automatically a better product. Custom engines can also easily lead to a lot of jank, especially as it gets older. Just look at anything by Bethesda.
Think of this from the companies point of view, you can;
1.
Look for a competent programmer who can use the programming language your engine uses. Teach them any proprietary languages your engine might use. Teach them the engine tools.
Hire a whole engine team to develop and maintain an engine as well on top of that
Personally, even though Unreal Engine's rendering capabilities are far superior than the engines mentioned, making it optimal is a pain in the butt. UE us notorious in hoarding resources even on minimal scenes and simple rendering. If you have 18GB it will devour it in matter of minutes, and it's all laggy and glitchy. After a year of working with it I fried my laptop cause of constant overheating, and friend my brain cause of Unreal C++ which feels like C99 + unreal crutches all over. Disparity between documentation and actual classes is unreal. Additionally it feels like 30 separate developers worked on different modules and the API is as wild as C99 allows you to do (close to 2000 ways of shooting yourself in the foot) which are all successfuly implemented, and holes patched with bandaid. If you are curious, compare class modifiers from different modules like AActor and FCanvas
I really hope they have a significant engine upgrade with the next game or game after that because the dragon engine has really been aging recently, the overall look and the environments are still great and all the pre baked lighting looks nice but things like shadows look really weird and low quality and the level of detail gets pretty bad in hawaii
Even at low settings the game still has some sort of lumen ray tracing enabled it seems, a lot of unreal games recently just seem to have had really shit scaling where yeah at low settings sure it looks incredible and still runs good for how it looks but the performance still isn't what some people want and you just can't turn it down anymore than it already is
Sure, but I think it's moreso how Bethesda games are designed that makes them so popular for mods.
Basically they are huge open worlds with a bunch of npcs standing around waiting to be interacted with. You could make Skyrim into an entirely new game by just replacing the script and modding nothing else.
Also, keep in mind that there are tons of mods for games like monster hunter, Darksouls, Tekken, GTS etc. Games that use a variety of engines.
The thing is unreal5 has a ton of canned assets and is reportedly easy to work with.
I think modding disappearing is about as likely as pirating going away.
Nah it actually is the creation engine. Like look at Cyberpunk, it's basically the same style of games but Beth games still have a shitton more mods than it. The beauty of the CE is that you don't need to know a lick of coding to mod with it, and with just learning Papyrus (which is a pretty basic language) you get pretty much everything the game designers had access to.
Skyrims most downloaded Mods on Nexus include DLC-sized Quest expansions, groundbreaking new game mechanics, improvements and variations for every visual aspect from textures to animations and many more.
Cyberpunks most downloaded mods on Nexus include 80% Visual upgrades and UI changes that are improvements but aren‘t that different from the base game.
Well let me just put it this way. If modding "disappears" with the release of the next Elder Scrolls, you are right. If there are still fucktons of mods, like there are for a host of games, not just Skyrim, than I am correct.
No one is saying it is going to disappear, big dawg. We are saying that the creation engine was a huge part of why the modding scene was so accessible, and why there were so many more mods as opposed to other games. As someone who made a couple mods, I can assure you.. it was the creation engine.
Your argument about the amount of time cyber punk has been out is terrible. The modding scene isn't even close to being where Skyrim was within the same period of time. You will not ever see the same size or depth of mods in cyberpunk as Skyrim just due to the accessibility.
Why are you so stubborn, of course there would be a fuckton of mods but the majority would be small fixes and little additional content like with most Unreal games. But the quality and scope of these Mods would be extremely lower than what we were used from creation engine.
Just tell me one(1) Unity game mod which is somewhat comparable in scope to something like Vigilant for Skyrim.
Modders are always gonna find ways to mod games, but not only is creation engine super easy to work with, Bethesda also supports modding with an in game mod manager. Granted, you need to get MO2/Vortex and a script extender for more complex mods, CE is just super easy to work with.
The guys behind Nehrim and Enderal moved on to UE for their next project.
The guy behind Forgotten City moved his mod to Unreal Engine already and successfully released on PC and consoles.
The only people still around are Beyond Skyrim and the unsinkable Tamriel Rebuilt, and it's a good chance for the former to release before Skyrim 2, so we'll see where that team will go.
Maybe but at least every UE game as native mod support. Once one is made you just drag and drop into your files and it automatically loads. No more dealing with companies trying to make modding impossible to actually implement into the game
Damn I didn't even think about that. I'm so familiar with the physics engine from Skyrim, FO3, and NV. It will be a hole to play without being able to screw around with commands.
ES6 will be a better game using UE, though. Bethesda needs change, and the creation engine is starting to get pretty dated even with the updates made for Starfield.
That isn't even a real rumor. It's only what everyone is wishing BGS would do, not realizing that UE is notoriously bad for the type of game they make.
It's easier to hire people with experience with a widely used engine. It's better to gain experience with a developer-agnostic system. It's easier to seek information from a wider network of people if you run into a problem.
The only downside I can see is creating a monopoly in game engines.
True, that's the issue with using unreal is that devving in unreal is hardware hungry. In an ideal world Devs would be forced to develop on "consumer grade" machines, ie max headroom of like 12gb vram and 32gb ram to force them to "make it work"
Honestly it would be fine if VRAM was managed better (well, tbh I’d be just as happy if Nvidia would just put an acceptable amount of VRAM in their mid-tiers like AMD).
“Too resource hungry” isn’t a problem when you have a resource surplus…
It's easier to hire experienced people who work in one game engine, than to have your own special engine that every single new person has to learn from the ground up.
Also this means they no longer have to spend money maintaining their own engine and finding ways to improve it to match the new standards of gaming as the generations increase.
With all the turnover in gaming, this is the most efficient way possible for devs to maintain speed and consistency even while letting hundreds of devs go every couple of years. It sucks and is awful but also makes getting into the field a little easier, for better or worse.
The hope is that by using the same engine, knowledge can be pooled and developers can be shifted more easily from project-to-project and studio-to-studio. Remember, MS bought many studios and IPs earlier this year to compete with Tencent and EA.
there is a great dev talk from valve devs talking about how creating an engine while creating a game at the same is a terrible idea and is the reason they stopped making games while source 2 was in development
I feel like saying the words "unreal engine 5" to gamers is like saying "treat!" to a puppy. Sure its a really good engine but its very fucking hype just because of all the great looking indie games that have come out of it.
In 2024 it's becoming increasingly clear that you either make games or you make engines. There's no way a bunch of seniors programmers in your company's basement can compete with a whole 1000+ enterprise dedicated solely to developing engines.
The problem with gamedev being so secretive about how the sausage is made is that the regular gamer barely even understands the jargon, let alone the process, but THINKS they do.
Example: people will play a polished standalone demo and call it a pre-alpha build. What a pre-alpha build actually is is a greyboxed piece of shit, more like a sketch of a game with shit just roughly blocked out. Y'all have never even seen a pre-alpha game, you just think you did because marketing told you so in a carefully constructed and planned media release.
In Bethesdas case it’s because the creation engine is a Frankensteined engine still in life support from the days of Morrowind and is convoluted and limited in function.
Unreal will fix a lot of their issues.
I liked Red Engine, don’t know how it is to work in but it seemed like a pretty impressive one.
Great but don’t we have great graphics from like 2015 (Arkham Knight) or 2018 RDR2?
Maybe it’s time to push better animations and more satisfying ragdolls. I feel like GTA IV is still the goat with euphoria and nothing was better apart from other rockstar games. And GTA IV came out 16 years ago
it just dynamically reduces the number of polygons based on distance, instead of having multiple version of the same assets for different distances. It's just LoD 2.0
When you keep a very sophisticated tool that can be completely different from the others that then requires months or even years to master it you can be sure that you have to keep people for years for them to be efficient at their work. Problem, no one wants to keep them AND they might leave after like 2 years of work anyway.
Why make your own engine when UE5 is going to be better than anything you yourself could produce?
Making your own game engine is incredibly difficult. You need to have an extremely good understanding of advanced calculus, physics and linear algebra.
If you're smart enough to make your own then go for it, but if you aren't then just use the superior product.
When you build an engine and a game, that's twice as many things that can go wrong.
And it's not necessary anymore. Modern game systems have much more leeway than in the past, and UE is extremely good, better than anything you could build in a few years.
Reasons to use a custom engine are very rare.
Why use custom engine when an already existing one does everything you need it to do?
Noita uses a custom built engine because theres no other engine that can simulate every pixel to obey realtime physics, not because they thought it was a fun vanity project
I think the hate is because it is unlikely that Godot will be utilized as a game development engine for large companies who are switching to Unreal. Its more of an indie game/small scope engine
Honestly, CD Projekt giving up on improving their own engine for Unreal is huge mistake, which may bite them in the ass hard in the future. For Witcher series and Cyberpunk they had full control of creative and distributing process. Now they are on mercy of Epic. Nothing good will come out of it. Well, maybe except for porn for characters in new Witcher game, for some.
In bethesdas case, their bullshit engine is like 30 years old at this point . They desperately need to innovate and move away from all that clunkiness.
Because engines like Frostbite 3 and Slipspace were made by people that are no longer working with the companies that use them. I would say that some in house engines work wonders, like ID Tech 7
There’s only 2 reasons to make your own game engine. 1. It’s impossible to do what you want to do within the limitations of every existing engine, and 2. You want to challenge yourself for fun.
That’s it.
Even Valorant is making the switch to UE5, and riot probably has more money than any other developer besides like valve.
I mean game studios focus on games and maybe cook engine in the back. Main product of epic games is Unreal Engine which they been working on for very long time. It's simply most polished and advanced engine out there with large pool of people who have some experience on it to hire from
I mean if Metaphor demonstrates anything, it's that in-house engines *should* be dropped if they're very clearly behind the times. Especially if your studio has already been using Unreal to great success.
every game gonna look the same now that all anyone is focused on "ultra 4k hyper definition realistic down to the blades of grass" graphics and EVERYONE is on the same engine
You have your own shitbox and the maintenance is taking a lot of your time. Suddenly you find a company that offer you a rental that is both new and constantly maintained. Sure, it's a little pricy than taking care of your own car but at least you can focus more on your trip than always thinking about how to improve and maintain a car.
Even then is it more pricey? You have to pay people who develop your engine, do QA on it, host it, do documentation for it, all while game is being developed. Whereas with UE you only pay a portion of sales. Say that your engine costs 10-15% of the budget of the game (I’m sure it’s much more in some cases), UE is only 5% of gross sales. You’d need to sell 2-3x the budget of the game to consider it more expensive.
Engine development and maintenance is becoming more expensive over time. While it might be comparable in price to maintain your own engine vs rent it today, in just a few years it will be cheaper to rent one as development costs continue to rise. However, there is always the whims of the market, and if Epic and the Unreal Engine possess a monopoly, they could set the price to be whatever they want
is it too costly for studios to maintain their own engines
Yes actually. For games that use in-house engines, the majority of dev time is spent fixing bugs in the engine and adding needed features. UE5 is already feature-rich, easy to modify, and on top of that easy to onboard new devs, as opposed to using Shit Engine that only Piss Studios uses because it's their own proprietary engine and no one outside of their studio would know anything about it other than what's public (which would be very little for the sake of protecting their copyrights and patents).
Anon discovers standardization. Next will be the thread about being absolutely baffled that a bolt they bought at Lowes fits in a nut they bought at Home Depot.
Why spend money and time trying to make your own engine when you know Unreal is just gonna be better anyways? Same reason every game launcher except Steam is a failure. None of them are ever going to be as good as Steam
And you need really skilled engineers to develop engine. To have such employees you need to pay them well. Guess what majority of gaming industry does not do. Yup, paying well
since UE is available for all, more people are able to learn it. Much easier pipelines when everyone on the team knows how to use the engine. On top of that, you don't need a ton of developers dedicated to the engine itself, UE will do the leg work for you.
Anons plz tell me this isnt real abt bethesda I genuinely love their wonky engine because of the flaws like dying when you lightly tap a car or randomly ragdollingn for no reason plz tell me this isnt real bros like i love unreal engine but bethesda games have a certain magic plz plz plz plz plz plz plz tell me this is all just a larp
Because it costs money and time to use proprietary engines that are usually outdated and less feature rich than ones like UE. Furthermore, lots of devs use Unreal or similar while educating, so they already know how to use the engine, thus making games better
Most games go for hyper realistic look now and UE is good for that. Not to mention having a standard makes it easier to work with. Having different engines used to be more important because games had different needs and limited resources.
A lot of these engines that CD, Konami, and Halo (especially fucking Bethesda) are ancient and built upon paddlepop sticks. Much easier to pay for a well built engine that has functionality for new technology (VR, dlss, rtx, that one amd upscaler).
Plus Unreal Engine 5 is just nicer, ESPECIALLY compared to the creation engine.
when it comes to halo, correct me if i’m wrong but wasn’t the slipsace engine primarily based off the previous engine BLAM? that was used for all the games before infinite? i’d imagine it might be time for a full change due to it being outdated??? i’m really not sure how this stuff works though
Yeah the Slipspace engine was a modified version of the original Blam engine. From my understanding, between the MS hiring freeze + contractor policy, a lot of the struggles with Infinite came from simultaneously trying to develop the Slipspace engine as they were developing Infinite while also having to teach said engine to new contractors who wouldn't understand the engine until the end of their contract, where they would be replaced by someone new who didn't know how the engine works.
Part of it definitely just comes down to the Slipspace engine being old and inefficient but part of it also stemmed from how broader policies affected how 343 was able to manage staff. At a certain point, they had a very old engine that was actively being overhauled by a rotating cast of devs.
Is Source 2 available for devs that aren't valve? I have no idea how good or easy to work with it is, but if it's available in surprised no one has used it besides Valve. CS:2 and Half Life Alyx look incredible.
Unreal engine has yet to prove itself if it can do a big open world like cyberpunk or fallout. The unreal test i see has not been in the main world due to fps issues
I think the better question is what does the FOX engine NEED to do that makes it necessary to do in-house over UE. My guess is not much. Maintaining an engine takes time and money away from developing games ultimately, and if you can outsource that labor per se, you can crank games out faster.
Outsourcing has been a disaster, causing nothing but failures and problems for the industry. There is a big difference between works that rely on outsourcing vs long-term in-house devs
Outsourcing causes a problem when it’s only done for monetary reasons. If theres a technical reason for it, you’re going to get better results. Again, my argument was about whether you need to develop your own engine. Because MG doesn’t do anything groundbreaking that UE can’t handle in terms of physics or rendering , it’s just more overhead for Konami.
Take the game Noita, that game needs a custom engine because it RELIES on the particle system for the whole game to function. They knew they could optimize and do it better than UE or other engines, so they made their own.
Shooters aren’t that complex from a technical standpoint.
Concord is an example of a game who had a lot pf DEI hires and had to outsource the actual game development to skilled people, and it’s easier to find contractors that work with Unreal.
CDPR has had a lot of leadership turnover in the past years. Most of the team that was there for the Witcher 3 are in other studios now, including the director.
They are now in a DEI fueled venture (not according to me, according to their website), so they will have to outsource a lot as well.
Don’t keep your hopes up for the Witcher 4
I don’t have to. It’s fun to see woke games fail time and time again, it’s absolutely hilarious to see Sony invest 400 million dollars on Concord and lose every single penny. It’s satisfying to see Ubisoft’s COO seething on twitter because he knows the company is going under and he will be jobless. It’s entertaining to watch Dustborn’s having less concurrent players than “Sex with Hitler” on steam on the opening week. It’s also a joy to watch the lovely treatment Sweet Baby Inc’s members receive everywhere, that they have to hide their profiles.
As someone who's worked in Unity, Unreal and dabbled in Metal...the argument of building your own engine is indeed why this is...however, with the advent of LLMs, could some devs potentially do it more now with less effort than needed in the past? Hell, fork Godot and branch from there with an LLM to fix, improve and add custom features
I feel like the industry has a hard time finding skilled game developers... The majority are either already employed or quit the industry all together. I can also imagine that with all these layoffs news less and less people are interested in this field.
That's why IMO a lot of recent games are absolute garbage full of bugs, you have a team of unskilled programmers helmed by a junior staff disguised as a manager so the only way to get even remotely good people is use something that can be learned by anyone on their own before they even step in a studio ... Beats spending months teaching them their custom engine
You’re not far off. The last two years have been an absolute bloodbath for game devs. Legitimately it’s probably the worst situation for talent since the crash of ‘83. I spent 8 years at a AAA dev house and now work outside of the industry in “regular” software dev. It’s just not a safe place to try and maintain a career right now.
I feel bad for all my former colleagues whose skills don’t translate as easily to adjacent industries
The main problem with this is that UE is owned by Epic instead of bring free or owned by a nonprofit foundation. That means that if too many studios drop their engines and fire their engine engineers, then 10 years from now they're going to start pulling the same kind of shit on developers that Unity did because they'll have an abusable monopoly.
I really wish all the big players were circling the wagons around something like GODOT instead. I get why they're not--UE has way more purchasable support right now--but this is going to come back to bite all these publishers in the future.
Yet another indirect casualty of the short term thinking a lot of big CEOs are incentivized into by the bonus-based pay structures that they feel they have to use as a work around against the current tax regime.
Halo studios put it very well in their recent video, saying that they don't have to be both a game studio as well as a tech company. That's the issue full stop I feel
I actually have a good bit of experience in this area, having worked in the industry for one of the companies mentioned.
The reason why so many devs are heading to UE is the tooling, the polish, and, quite frankly, it being someone else’s job to create, maintain, and optimize the engine.
UE is incredibly powerful, incredibly versatile, and incredibly performant if you know what you’re doing… because it’s also incredibly complex.
Epic spends a lot of time polishing up those tools and the interface because that’s their job. If you’re a dev house, even a huge one, you have to make the calculations on whether it’s worth it to you to give up 5% of your games profit in order to not have to reinvent the wheel… especially when that wheel is probably as good or better than what you can make in house. Epic hires the best engine devs in the world.
A lot of dev houses do the math on that and determine it’s worth their while to outsource the technical part and focus on the game.
You better believe that Epic devotes internal resources to making sure those big dev house customers have the support they need to pull off their vision too.
Epic has a lot of issues, a whole lot, but the engine itself is solid gold.
Hopefully this is just a measure to give these newer devs joint them time to learn the new engine without making a serious flop purely because they struggled to learn while making a game. But that’s just wishful thinking sadly… :(
Saw this greentext also posted on Twitter with the usual suspects claiming that the only reason for the many switches is that key personnel who were well versed in a proprietary engine left the respective studio.
Sure, some may have left, but it's not like every studio only had one or two dudes who knew the tech and no one else.
Wonder how they plan to make mods work with unreal. Creation at least was established and easy to mod. Modders are the only thing that save Bethesda games. Can't rely on them to patch stuff and keep the game interesting just look at fallout 76. If they kill the mod scene then their games are gonna suffer.
A company whose main thing is making a game engine would almost always produce a better game engine than something built in house except for edge case games with unique mechanics like Noita.
A modern engine is certainly long overdue, but I'd argue that the biggest problem is, how the game that could've been Skyrim in Space turned out to be No Man's Sky at release BUT EVEN WORSE
Like... How do you even fuck up this bad? It's honestly just sad.
For games that are limited in scope, bespoke engines can work amazing. I already mentioned it in this thread, but Factorio is on its own engine and is beautifully optimized and extremely easy to mod in part because of its engine.
Yeah ik, I just like to get a little toxic from time to time. I just get so tired of people questioning UE5’s legitimacy when demos & games for that engine have been insane.
Specialisation is a hell of a drug. Who could have foreseen that the company which focuses on game engines would make a better game engine than companies which only have game engines as an afterthought.
Yes, it’s cheaper to have an industry standard that everyone knows and can use than try to homebrew one. Especially with all of the horror stories that come from companies trying an in house and failing
Long answer: code building in game design is like a house of cards, but the base and certain areas are glued together. Certain areas are rock solid and work well, but when that ONE area doesn't work, and to fix it, you need to unravel that glued area, it quickly becomes a nightmare at times. And of course when that area is fixed and you run the code, but you find more issues...it's very discouraging.
Add in game models with glitchy vertexes and edges, models that don't work well with specific renders or patterns, and this is why game design takes months/years of work and dozens and dozens of people.
In the words of my old Uni teacher "Fix one code, find 5 more".
It’s also the ONLY ONE with any decent multiplayer, apart from Source, with a wide selection of snap-in anti-cheat systems that are pretty well proven.
Late-stage capitalism: Microsoft, Sony, etc. continue making cost cutting measures by streamlining production and agreeing to play nice so as to maximize profits. Gaming industry has already been going the way of movies taking few risks on new IP, reducing competition by focusing on fewer products and higher budgets, collective price setting, etc.
Only thing stopping the complete enshitification is indie game production.
Upper_Current@reddit
Anon would have been the type to insist that videogames continue using cartridges instead of jumping to cds
joe1up@reddit
Solid state storage has never been cheaper. Unironically 100+ GB sd card based cartridges would be better than discs for larger games.
TheCreepWhoCrept@reddit
Isn’t there a decent amount of parity between cartridges and cds today, though? Isn’t that why the Switch uses cartridges? I know modern games are huge, but are they really that huge? I also refuse to buy cds because of how fragile they are but cartridges have a much longer shelf life in comparison. That analogy may not be so apt.
Londtex@reddit
I love the N64, plus cartridges hold better then cds do.
Michigan_Jones@reddit
My fitst console (Famicon) had cartridges. Ahh, how I miss buying a cartridge for what is now 5€ in a fair ... Anyone that looked cool, really. It would be fun anyway.
Londtex@reddit
Yeah I love retro gaming. Sometimes the price is too expensive for the older games. In that case I use mods or emulators. You say Famicon? In north America it was just called the Nintendo Entertainment System or NES. I have the system as well, but it is a side loader meaning that it's like a tape system. It's not very reliable sadly.
Michigan_Jones@reddit
No. It was not a NES. It was the other white and red thing from Nintendo.
Londtex@reddit
Well the family computer is the same system just different regions
Michigan_Jones@reddit
https://hiepsibaotap.com/wp-content/uploads/2018/01/img_1673.jpg
https://duckduckgo.com/?q=nes&iax=images&ia=images&iai=https%3A%2F%2Fi2.wp.com%2Fwww.retrobitgame.com%2Fwp-content%2Fuploads%2F2019%2F06%2FNES-FINAL2.png%3Ffit%3D1080%2C1080%26ssl%3D1
We had both here.
Londtex@reddit
Intriguing that europe got both of them. After the day though they are the same system. The cartridges are compatible with each other with an adapter. The NES side loader is a iconic design and a good looking system imo, but the reliability of the connection is terrible.
Michigan_Jones@reddit
Never knew about the cartridge adapter. But in my case, they werecway cheaper (and available) than the NES ones.
Londtex@reddit
Intriguing. What language were they in? What country do you live in if you don't mind asking?
Michigan_Jones@reddit
Portugal.
I do remember the first one my parents brought was in japanese and was then returned by the one that still is in yheir attic, already in english.
Milos-H@reddit
Anon has a point. Unreal may be valid choice for developers, being an all around good engine, but making an in house engine makes a game stand out more by giving it the feel and look that the developers want for their game, not to mention they could be able to do things that aren’t possible with any other engine.
Unreal is good for cutting costs, which is completely valid for small developers, however one would expect more from big developers such as the ones mentioned above.
Krypt0night@reddit
Unreal is not just about cutting costs. It's about hiring and time to get up to speed. Teaching people to use your own proprietary engine is infinitely more difficult than hiring someone with unreal experience now working in unreal on your project.
Milos-H@reddit
That’s what I meant with “cutting costs”, overall it will be cheaper to make a game with Unreal, even more if we take into account the amount of outsourcing that takes place in the industry nowadays.
grizzlor_@reddit
I don't think you realize what an undertaking it is to make a performant game engine in this day and age.
You can get a huge difference in look & feel out of the Unreal Engine. If you just want to develop a game (and deliver a reliable product on time), developing your own engine these days is crazy.
___Khaos___@reddit
Except jumping from something like the fox engine to ue5 is like abandoning cd's for cartridges
The_Krambambulist@reddit
I don't get why. Using a more broadly used solution instead of creating and/or maintaining your own engine is not the same as using outdated technology. The in-house engine might even be a better fit to your own games and the superior technology. However, it comes at a cost and is less broadly available knowledge.
And the amount of parties invested into a properly working engine and more broadly available knowledge might of course mean that Unreal can get a lot better than whatever these parties do seperately.
I wouldn't say it is a cartridge vs cd situation though.
jshaultt@reddit
Unironically he is right about the FOX ENGINE. It's one of the best engines out there with a fuck ton of potential. MGSV looked amazing while being able to run on a shitbox at 60. To top it off it has great character and car physics it feels incredibly smooth and satisfying to play.
It was only used for that game and the....erm Metal gear survive...Great job konami!
EntrepreneurMinimum6@reddit
They tried to use it in a football game and probably ruined the franchise
Technical-Revenue-48@reddit
What game?
EntrepreneurMinimum6@reddit
PES 2014. They tried to implement the Fox Engine because of the new gen consoles and they failed miserably and pretty much ruined most of the goodwill the fanbase had in the game... It took like 3 or 4 years to get a solid game with that engine.
So much they had to rebrand it to eFootball and since 2022 it has become an online game
Technical-Revenue-48@reddit
Oh European soccer got it
EntrepreneurMinimum6@reddit
Yeah but they also have licensing to the Libertadores da América and Asian Champions League.
Louk997@reddit
European lol. You mean the entire world except the US ? Or are you too ignorant to know that ?
payme4agoldenshower@reddit
It's football, and it's played professionally in more than 100 countries and in all continents, the market is probably bigger than you'd think.
Troliver_13@reddit
Only thing I know about PES 2014 was that it was the last game to be made for the ps2 lol, didn't know about this engine change
grizzlor_@reddit
WTF there was a PS2 game released in 2014?? The PS4 came out in 2013 right?
This is like an NES game being released after the N64 launch
^(actually fewer years between NES->N64 than PS2->PS4)
EntrepreneurMinimum6@reddit
Yeah man it was disastrous.
One thing that always keeps me awake at night is the thought of PES 2014 with the PES 2013 engine, that might've probably been the best football game of all time
edoCgiB@reddit
In-house engines will always be tailored to the games they were developed for.
Just because you have a good experience as a player, does not mean the engine is good if it takes hundred/thousands of hours to iron out bugs. Development time is both limited and expensive.
Hawt_Dawg_II@reddit
The fox engine really wasn't that special. The driving in MGSV was notoriously weird. I think the most remarkable thing in that engine was the magazine physics.
Realistically, performance will eventually get better once unreal becomes a standard because of how common it'll be, meaning it'll develop faster and consoles and PCs may even start being made to natively work better with it.
Standardising things has historically been pretty beneficial, if sometimes a little boring.
Soft_Cable_39@reddit
I think studios might start making modified versions of base unreal engine. But engine development is a major part of studios so the employees specialised in that will be affected a bit
Nexii801@reddit
Shitbox being?
honorio2099@reddit
it was used on the P.T Silent Hill's demo of Kojima aswell, the graphical level of that shit when it came out was amazing
TerryFalcone@reddit
I do agree that it made MGSV look amazing, but unfortunately, it couldn’t handle more than 12 enemies on-screen at once. I once tried putting more than 12 unconscious ZRS soldiers in a room and their bodies kept disappearing in smoke when I walked away a small distance.
It also doesn’t seem to support AI soldiers fighting. I saw a post a while ago where someone made a Soviet soldier NPC technically friendly, but upon getting an alert status, he still fired at Snake. There was no chance of getting a big battle between a squad of DDs and Soviets, which was extremely unfortunate
Victornf41108@reddit
A port of HD2 to the FOX engine would go hard, given the movement tech is already heavily based on the movement tech from MGSV
TheNeuroLizard@reddit
Genuinely disappointed about Fox Engine. MGSV looked better than any other game at the time on my very mid-tier pc
ToolkitSwiper@reddit
Yeah MGSV looked amazing on the space heater of a PC I was using circa 2015, and the amount of stuff you could do in-game was insane
MGSV is still incredibly stable and continues to look good, I wish Fox Engine would get some love :(
FOUR3Y3DDRAGON@reddit
I would agree if Unreal Engine was actually good. I feel like most of the time I see Unreal on a modern release it has tons of stuttering issues. SH2 has some pretty bad traversal stutters regardless of setup. And that sucks because I feel like Unreal 3 and prior were quite well done in comparison.
wappledilly@reddit
>Stuttering
Imagine if something as polished as Doom dropped idtech went UE. There is no way they could pull anywhere close to the same performance.
vatrav@reddit
UE isnt perfect and well made in-house engine will always be the best - id tech is the best example. AAA devs all switching to Unreal is not good at all.
ExRtorm@reddit
You are aware the reason they're switching is to save money, right? Maintaining an engine is VERY expensive, but a competent specialised engine is always going to give a better end-product compared to a general purpose engine.
Unreal isn't a better engine, it's simply cheap.
RavenCyarm@reddit
Cartridges. Pfft. Back in my day, we used cassette tapes on the Commodore 64 and we liked it. Took 2 minutes to load a shitty game you'd be bored with in 10 minutes and that's the way we like it, dagnabit.
TwistedOfficial@reddit
He just pointed it out, didn't talk shit about UE or anything.
thesilentwizard@reddit
Redditor cannot comprehend anything longer than a 3 sentences twitter screenshot. Many such cases.
DonovanJoyconboy@reddit
I hope to god the Bethesda rumors are true, the creation engine has been outdated when it came out and it honoestly didn't imrove in any major way since skyrim. It's a joke of an engine that they really should've redone from scratch and not torture the tired corpse of the original. But unreal is better than nothing.
BBtheboy@reddit
Easier to hire people who already have experience with UE than teach them how to use an in house engine
demfridge@reddit
i mean i kinda get why this happens, every time i look on a game like star citizen and their in-house engine that’s been in development for years with no end in sight. don’t get me wrong they did have to make one themselves to achieve their visions i but i get it. id rather teach myself tools that i can actually use at home rather than trying to understand what the fuck is happening in some internal tech
cv0k@reddit
Star Citizen runs on an, admittedly heavily modified, version of CryEngine, originally developed by CryTek in Germany for Far Cry and Crysis.
Another game using a derivative of CryEngine is Kingdom Come, for example.
demfridge@reddit
right, i forgot about that but at this point i assume that it is because of how heavily modified it is
DickHydra@reddit (OP)
Exactly, especially in the case of Microsoft and their reliance on contractors. Also takes work load off of the studio.
muklan@reddit
You can outsource the job, but you can't outsource the responsibility. Look at what went down with Too Human.
swaosneed@reddit
Bought that game in middle school and thought it was so cool and fun. Waited for the sequel and I didn't get Internet until like, 2014 only to learn it got immediately shitcanned cause of developer drama or something? Something about a dude crying that something was being stolen from him like a game engine or some shit? IDK, was a cool game.
Impossible-Sweet2151@reddit
Do you mind reading?
https://www.reddit.com/r/HobbyDrama/comments/k5d11w/video_games_a_too_human_story_how_nordic/
grizzlor_@reddit
elaborate
lonevolff@reddit
Shits expensive
swaosneed@reddit
Lived in bumfuck nowhere, didn't really need it had a 360 and cable to keep me entertained. Got a shitty laptop and overpriced internet in like 9th grade.
needstochill@reddit
I assume they meant they didn't have regular access to internet forums and such, maybe due to budget or their location
MomDontReadThisShit@reddit
I really liked that game.
MeBeEric@reddit
Such bullshit imo. Growing up and getting into my career I was honestly excited to pick “my” company and ride it out. Now corporations borderline penalize people for loyalty.
Omegaman2010@reddit
Microsoft would hire contractors for short windows, like 6 months. It would take them let's say 4 months to learn the in house engine and then they could put in 2 months of work before leaving. Towards the end of development for Infinite, they were sitting on a game engine built in 2 month gaps by contractors that weren't even there anymore. They built a Frankenstein engine and then expected it to run smoothly.
IFuckSlow@reddit
Studios aren't meant to be run by c suite execs who don't know what an engine is or why is necessary. To them, they hear how fucking expensive it sounds and demand someone further down the pole cut costs and you end up with franken engine 3 years later. Once again, mid level management doesn't get held accountable. I say fuck em all, get paid and do nothing. I wasn't gonna buy the next Microsoft owned game anyway. Good luck Bethesda, id, etc. You're all dead to me.
ArceusTheLegendary50@reddit
I am a software engineer, and this is basically the story of my life so far. Boss is a scientist who repeatedly tells us he doesn't understand programming, and yet the entire software team is accountable to him. You'd be surprised how underrated soft skills are in this profession. You really can't grow if you don't learn to water everything down for anyone who doesn't code.
BobertRosserton@reddit
Working for a manager who doesn’t understand the field he’s managing is like working for a child who needs you to explain how the world around them works.
ArceusTheLegendary50@reddit
That's basically everyone with an MBA tbh
AlternativeEmphasis@reddit
Speaking from someone who got into the profession since COVID some companies are frothing over soft skills because they realise they have an entire generation of management and employees who can't communicate effectively with each other.
I've for sure noticed it. It does shock me sometimes talking to some older devs and the way they struggle to talk. For the record not everyone is like that for sure. And yeah dumbing it down for someone is a herculean task for them.
PiscesSoedroen@reddit
And that 6 month period is just so the company doesn't have to pay out more than just the base wage
Pepperonidogfart@reddit
Tencent is the owner of Unreal. They probably have some incentive structure for executives that switch. The Chinese government wants a back door into your programs and this is how they will do it.
Wintergreen61@reddit
40% owner, not that I trust Tim Sweeney either.
Watapacha@reddit
i mean, there are plenty of modders bethesda could hire... to make em tiddys big
FeeblyBee@reddit
Why? Then they would have to pay them. It's better to release an unfinished product, and modders will complete it for them for free
BringBackSoule@reddit
Muscle_Bitch@reddit
Rockstar will keep doing their thing. Setting the bar at a level that the rest of the industry takes a generation or more to meet.
It's been 5 years since red dead 2 and the only game out there that holds a candle to it in terms of visual fidelity, attention to detail and gameplay is Last of Us 2
krixxxtian@reddit
Red Dead 2 looks good but it's not the best looking game of all time lol. Not even on ps4.
BringBackSoule@reddit
womp womp
Red dead 2 uses TAA aswell.
Foxehh4@reddit
I know I'm a casual but I straight up cannot tell the difference between those pictures in terms of quality. They look identical to me lmfao.
BringBackSoule@reddit
most people don't spend too much time pixel peeping, it's understandable. but they are pretty different.
toshineon2@reddit
Is that why the new WRC looks so bad?
KJBenson@reddit
And the unspoken part of what you’re saying: easier to let go of talent but still retain their skills next time you need to hire people.
Gotta keep that revenue up.
textextextextextext@reddit
riot is doing it for valorant too. which is a bigger game then every single one of the ones anon listed
screwitigiveup@reddit
It's really, really not. Elder Scrolls and Halo are some of the most important and well known series in gaming, period. Valorant is just a hero-shooter with no relevance beyond twitch.
Muscle_Bitch@reddit
I do wonder what sort of reality these people inhabit.
Valorant... Really?
RoshHoul@reddit
Lol
UnfoundedWings4@reddit
What's valorant
Conch-Republic@reddit
That, and most inhouse engines are a clusterfuck of old code no one really understands because the people who wrote it are long gone and they didn't annotate anything, so the little change breaks it.
yeezusKeroro@reddit
Senior staff are leaving in droves. They're asking guys who are starting families and starting to age for 60-100 hours of their time per week to make a game that some corporate exec or money-grubbing shareholder sucked all the soul and passion out of in favor of trying to make the most broadly appealing, risk-averse, profit-generating game possible. The remaining senior developers' loyalty is rewarded with layoffs because the business guys see them as a big annual paycheck rather than someone with irreplaceable expertise.
When you add the fact that more than half of your staff are contractors that get replaced every 6 months to 2 years, the transfer of knowledge is severely hindered.
EA, Activision, Blizzard, and Ubisoft all started as small, passionate teams until they started making that Madden, Call of Duty, World of Warcraft, Assassin's Creed money and they ballooned from development studios into massive corporations. And if there's one thing you can't corporatize, it's art.
WhoTheHeckKnowsWhy@reddit
this, and Epic being such a giga monopoly in the game engine space probably means their licencing rates are very favourable... Even to AAA beancounters.
Either way CDPR perfectly outline that while the RED engine is impressive, the cost and loss of training people to work with it in a high turnover industry was becoming onerous. Sure they could be doing things better, but that's their logic and it makes sense.
A_Blue_Potion@reddit
That's why I just stick to homebrew these days. I just can't bring myself to develop on newer systems. It all feels too easy or cheap.
SaulGoodmanAAL@reddit
True developers use TempleOS
Bolts0806@reddit
the unreal engine is not only more powerful than the engines listed, but also more versatile and easier to program in. they’re switching because it can make their products easier to work with
Sentinel-Prime@reddit
Unreal is good in a broad/general sense but it’s not as good as Creation Engine at the things that particular engine excels at (persistent world objects as an example)
dirschau@reddit
Everything comes at a price.
Being good at persistent world objects was the cause of Starfield having the small "fishbowl" planet chunks. It was also the cause of NPC pathing issues in Fallout 4
Sentinel-Prime@reddit
Very true, although I firmly believe these things can improve with iterations (and money, like most things I suppose).
For example, ES6 might be three times the size of Skyrim or some shit because they’ve leveraged the procgen developments from Starfield but refined it to more closely resemble handcrafted landscaping. Just my two cents though.
dirschau@reddit
In this case, it's a fundamental limitation of how the engine is designed to handle coordinates.
In the CE, there's always a fixed zero point to which everything refers. That's why they can do persistent world objects. But it also limits the size of the map because of float precision. Basically the old Minecraft Far Lands issue, but much much closer to home. That's why Starfield maps were comparatively small.
So it doesn't matter how much procgen they throw at it, they're limited in size.
There's also an issue I understand less that has to do with all "instances" of the world being on technically the same grid. So changing something in one after (like building in the vault 88 FO4) affected the outside world, "removing" certain parts of the map from NPC pathing. Only scaled up by the difference in map size.
There's apparently more issues with CE, but there's videos on that. Because of how fundamental on the design level they are, resolving them would be as much work as just writing a new, different engine from scratch.
sartres_@reddit
The float-limited map size is a fixable problem. Star Citizen (lol) has done it, without changing engines.
dirschau@reddit
I mean, a lot of games don't have that problem.
But Bethesda allegedly spent 8 years on Starfield and didn't fix it, despite it being a core limitation to the core concept of the game. Instead, they worked around it, kneecapping the exploration aspect.
In other words, I wouldn't hold my breath for them fixing the engine.
wahchewie@reddit
What do you get from saying that ? Do they pay you?
As someone who has actually worked with various game engines, unreal is not this utopian dream people think it is. Godot and unity currently have a greater usage in the industry and there are many reasons for that
RoshHoul@reddit
What? Come on now, lol
Name 3 big games made with Godot. Name one AAA studios developing on Godot. I love the engine, it's fun and functional and I use it for my own current project, but greater usage in the industry than Unreal? You are talking out of your ass
wahchewie@reddit
Meh, big games is subjective, but fair to say the big guys like ubisoft and ea are not using godot,
It depends on how you apply the metric, but here's a source that shows godot has overtaken unreal this year. That's what I'm referring to.
https://gamefromscratch.com/game-engine-popularity-in-2024/
Also when talking about big releases, at least recent ones.. hopefully not the direction we continue going in. Games made for shareholders, with all of the passion removed.
PorblemOccifer@reddit
Measuring game engine popularity by their usage in game jams when discussing game engine use in industry is intellectually dishonest. In game jams the games don't have to be maintained or be supported in the long term. They don't have to be hired for beyond the 1-5 enthusiasts who make the game once and forget about it.
In industry you have the complete opposite problem. Industry will happily take entrenched jank over new jank just because of developer availability, vendor support, and global knowledge base.
It's the same in web dev with React vs Vue/Svelte and programming with C++ vs. Rust. You have the actual industry standard vs what hobbyists love and _want_ to become the industry standard.
wahchewie@reddit
Not deliberately trying to be dishonest. Fair points.
I may be biased because I was personally very frustrated with the unreal engine 4 hell we seemed to go through last year with small teams. Terminator resistance being on UE4 broke me man. Just hoping for less of that.
RoshHoul@reddit
UE5 made a huge jump from 4 in pretty much every aspect. Performance, out of the box tools, UX, documentation, etc. I'd strongly suggest giving it another go.
RoshHoul@reddit
In the industry, big games mean budget and that is a pretty objective measurement.
Godot is great for game jams, great for small scope projects, but it stills lacks in a lot of places when you are looking for scalability and maintenance. The landscape is full of one off indies and game jams and your link accounts for those. Such metrics are honestly not relevant for serious game development (and by serious, I mean you plan to make games as your full time job)
wahchewie@reddit
Fair point. I take it on board.
RoshHoul@reddit
Someone on reddit hears an argument, contemplated it and eventually agreed? Color me surprised.
Sorry for coming in a bit aggressive with my first comment. It seems hearing gamers discussions on dev topics (engines, physics, rendering) has worn me out a bit.
SuicidalTurnip@reddit
The main thing is that it's universal.
In house engines/programming languages require people to be skilled up, and it can take months for a new dev to start being a net gain.
Using UE means the hiring pool for people who know the engine you're using is exponentially larger.
NCD_Lardum_AS@reddit
Also Unreal can afford to hire all the stupidly smart math people.
Making great engines is really hard and requires insane talent and knowledge.
Yes building a custom one for your specific game can unleash some immense potential (see a game like Factorio being able to comfortably load THAT many things at once) but it also pretty much limits you to making only that game
throwaway6444377_@reddit
source 2:
wappledilly@reddit
id Tech.
Icy_Magician_9372@reddit
Now they can do mass layoffs and mass hires with only a fraction of the penalty! :)
I_miss_berserk@reddit
look at that the real reason why.
Now when they fire 80% of their workforce after the game is made they don't have to worry about the new wage slaves they ~~abuse~~ hire not knowing how to use their engine. Industry standards are there not for the consumer or the worker, but for the conglomerate.
gruez@reddit
You can make an equally plausible argument about how in-house engines are a conspiracy to drive down wages/negotiating power by making your employee's skills non-transferable to potential competitors. Damned if you do, damned if you don't.
grizzlor_@reddit
While I agree with you 100% about the shitty conditions that game programmers often face in the industry, I will completely disagree about your take on industry standards.
Standards are what gave us the Internet, and those standards (TCP/IP, HTTP, etc.) were largely developed before the corporatization of the internet. If it wasn't for bullshit corporate reasons, we would have a unified instant messaging system akin to email (Jabber/XMPP).
Matro36@reddit
And you don't have to worry about spontaneous shitty decisions like with unity
xjrsc@reddit
It's also makes games that perform terribly. It's an awful engine and it's sad to see developers moving to it. But I suppose thats the cost of all these layoffs, no one has time to learn a new engine.
JerryUitDeBuurt@reddit
Maybe yes but the Fox engine is an underutilized masterpiece of an engine. I still have no idea how they made MGSV:GZ look THAT good on a ps3 for crying out loud
ThatRealBiggieCheese@reddit
I haven’t heard anything about the fox engine being problematic to work with but unreal is pretty user friendly as far as game engines go.
k1ll3rM@reddit
I've heard plenty of complaints about Unreal to be fair, but compared to the vast majority of in-house engines it's a treat to work with
Lazarous86@reddit
Yeah. The fox engine is great, but unreal engine can produce life like graphics quality. It's just a newer, better engine.
theirishembassy@reddit
proprietary software is also a nightmare (and i'd suggest you avoid it regardless of where you work). the videogame industry is so fraught with layoffs, imagine a game doesn't perform well and you get the axe?
what next? you apply for a job at a studio that uses a completely different piece of software that you have to learn from scratch? do that all over again if you move to a new studio?
Deez-Nutz-Guy-08-17@reddit
Biitch it cant even import a 1mb model without crashing.unless its perfect
I_am_an_adult_now@reddit
As if any proprietary game engine doesn’t have a very specific import pipeline 😂
Also you’re just lying, nanite regularly handles millions of polys. Maybe you need a better pc or switch to UE4.27?
Deez-Nutz-Guy-08-17@reddit
Maybe switch deez nutz across your face Unless rigging in the model is perfect UE would rather crash than just give you a simple error messsge
I_am_an_adult_now@reddit
Rigging hierarchies can be complex af- still, I import and force-delete and re-import character rigs hundreds of times for my job, and crashes aren’t really a part of that process for me.
Now GPU dx12 crashes on the other hand can happen a lot, especially on lower end hardware! The simple fix is to switch your scene preview settings to a lower scalability when working on your game
aVarangian@reddit
and usually looks like shit because of TAA and other dumb effects
Esilai@reddit
In worked in Unreal as a dev for several years and could rant about this for quite a while but tldr, engines are becoming increasingly more expensive to maintain, and they’re all fundamentally aiming to do more or less the same thing, so why should two companies spend exorbitant sums of money developing two separate in house engines when it’s much cheaper and more beneficial to let a third party dedicated to engine development handle it.
A lot of people rail against this as companies selling out or losing their charm but for many reasons that I’ll bother touring out if someone asks, this is mainly a good thing.
ThatRealBiggieCheese@reddit
Unreal is a fantastic tool, but I feel like smart companies are going to keep some variation of their in house engine as some back burner pet project to experiment with/have a backup if unreal gets whacked by something
Esilai@reddit
If something were to happen, like Epic going bankrupt or something, then I would be willing to bet either Unreal would go open source or more likely a large company like Microsoft would snap it up with a buyout. Maintaining an in house engine is not something you do as a back burner pet project anymore, it’s just not realistic unless you’re Activision-Blizzard or Microsoft or some other multi-billion dollar company.
sartres_@reddit
Same company. Unfortunately.
sanesociopath@reddit
Unlikely anytime soon
The biggest issue for in house engines is the gap between game developments.
When you had your devs back to work the day after release on another project in the same engine it made sense for it to be a specialized in-house engine.
Now with the gaps they are using more contractors and it's hard to keep everyone knowledgeable about how to make games in the engine and the engine up to date
Esilai@reddit
This is a good point, the changing job market is definitely a part of it, and it is a valid concern that a large industry move to third party engines would exacerbate the contractor issue - though I think the move to contractors was there before third party engines took off.
SoloDoloPoloOlaf@reddit
Todays UE will end up as the "in house" engine in a few decades, thus repeating the cycle.
The_harbinger2020@reddit
One reason cyberpunk took so long and came out janky in the beginning was because of the difficulty getting the engine to work properly. That's why they switched over. They'll be able to get their games lit faster not eating resources on engine development
blackfyre316@reddit
What reasons squire?
milheto@reddit
I may be criticised but I think all unreal engine games look the same
wahchewie@reddit
Spot on. It's perfect for an average third person hack and slash. It can be tweaked and changed to flow better and be more immersive... but they never do that, so that's why they all look the same
LITERALLY_SHREK@reddit
Not only that - the games also all feel kind of the same. Take a game like Rollercoaster Tycoon 2 for example - impossible to do with Unreal Engine.
In 5 Years all games will be the same soulless big-budget bullshit but just look a bit different, kind of like superhero movies.
sartres_@reddit
There is nothing in RollerCoaster Tycoon 2 you couldn't do in Unreal Engine.
wahchewie@reddit
I've been mass downvoted in the past for saying similar things but it's how I feel today. That's probably my fault though, because I want headphones on. Full immersion games. I don't want to spend my time playing assassin's creed or gears of war. I hate how unreal engine games in general "feel"
For example the recent system shock remake... amazing, the only flaw with it being unreal. they should have stayed on unity, because of that unreal... feel it now has. Don't like.
I think in terms of video games future, don't fear because plenty of millenials are jumping into small but amazing projects now. There's good stuff coming with godot. Be stressed about climate change and the economy instead, because they're well and truly fucked.
Epikgamer332@reddit
Depends. Games like Deep Rock Galactic and Fortnite both manage to escape this trap, but a lot of games only seek to push graphics settings and thus don't consider how they'll affect the artstyle.
Mirror's Edge is also an unreal engine game with an extremely good artstyle, but it's too old to be used as a good example.
There are also games like Satisfactory, which has a fairly good art style, but still looks somewhat generic due to it's usage of built-in Unreal Engine graphics settings, like Lumen. If you enable Lumen in both Satisfactory and Fortnite, they begin to look more similar than if you didn't enable Lumen.
Krypt0night@reddit
Dragon quest 11, kingdom hearts 3, Conan exiles, little nightmares, DragonBall fighterZ, borderlands 3, sea of thieves, and way more were all made in unreal.
uurub@reddit
A lot of which aren’t as visually unique as their predecessors imo
uurub@reddit
im sure its probably not directly the fault of the engine, but I do agree. A lot of generic looking games with no real art style or creative visuals.
bob1111bob@reddit
That’s more to do with the modern AAA game scene they all shoot for better graphics instead of anything meaningful
Irgendwer1607@reddit
They shoot for passable fotorealistic graphics. Better graphics would mean that they wouldn't have to rely on bs like upscaling or framegen in order to achieve 60fps while also looking fotorealistic.
runswithclippers@reddit
At some point you hit a computational cap. That “bs” as you call it is the only thing that lets them circumvent that computational cap.
Irgendwer1607@reddit
I would agree if modern games would actually look better, but they don't. Games have been stagnating in terms of fotorealistic graphics in the last 5 years.
Requiring external software to enhance the image because the Devs couldn't do it by themselves is not a finished product for me. And you can blame the suits, the Devs or nvidia for pushing this technology, at the end we shouldn't be accepting this lazy excuse of a "solution".
runswithclippers@reddit
Games appear to be stagnating. The newest push is in RT, which consoles just cant handle. Textures are getting larger, which take more memory and other algorithms like Tessellation to render correctly at a distance. Not to mention that the jump from 2k to 4k is barely noticeable for background objects and stuff. What are you exactly wanting out of newer graphics? Because the only way you get better is by refining algorithms and meshes and this point. Skin won’t look photorealistic without subsurface scattering which is HUGELY intensive. More objects in a scene means more computer memory AND graphics memory. There are so many bottlenecks here that blocking for basically everyone except the super-enthusiasts which are running multiple top-of-the-line cards. And Tbh graphics is about where it needs to be, I don’t need anything better at this point because I just don’t care. Games look better than they ever have and you’re using nearly five year old games like Cyberpunk as modern benchmarks.
As for “the devs couldn’t do it themselves”, you can only cut so much with a dull knife, and a dull knife is what 90% of the consumer market is using, so the devs optimize for a dull knife.
Irgendwer1607@reddit
Graphics wise I was absolutely happy since 2016. Games like Battlefield 1, SWBF2 or Control look absolutely amazing while also running smooth.
Nowadays you have stuff like Outlaws or Jedi Survivor (or the new Monster Hunter for that matter) where the game looks the same but runs worse, requiring the stated upscaling technologies and whatnot to run at 60 fps. It is not acceptable, however you want to excuse it.
The_Krambambulist@reddit
Pretty much the law of diminishing returns.
sour_cereal@reddit
Photorealism
vhite@reddit
If you can't make your game look different from others in UE, you absolutely shouldn't be making your own engine.
uaxpasha@reddit
And have mediocre if not shite animations and ragdoll physics
thejboy98@reddit
Yes because all those games try to achive fotorealistic graphics and it result in them looking all the same.
Aggravating_Ad1676@reddit
I mean I've been playing wuthering waves and its looks amazing without being too focused on hyper realism. Its just higher ups in companies don't really understand the essence of having you own style, companies that do capitalize and gain from it.
Villector@reddit
Ww is an unreal game? I just assumed it was made in uniti since genshin and pgr are
JellyfishGod@reddit
im a huge fan of arkane studios and their games (glances nervously at redfall) and feel like they are great in the art direction regard. I mean they certainly have an aesthetic they are know for (giant hands) but the art direction really is good. Like deathloop and especially dishonored look amazing imo. and while both games have similarly modeled people, they both look completely different. one has a neon 60s inspired look with a touch of futurism. the other is a steampunk late 1800s aesthetic based on london and the Mediterranean (for both 1 and 2 respectively). Prey is slightly more realistic but still heavily styled.
The game weird west is another great example. made by wolf eye studios, a company made by someone who helped make dishonored. and that studios newest game has a style kind of similar to dishonored but with a retro futurism vibe instead.
good art direction beats better graphics any day
GregTheMadMonk@reddit
You forgot the running like shit even if it's stylized graphics on modern hardware part
I_am_an_adult_now@reddit
Fortnite runs on mobile, and looks pretty alright these days. Optimization options have been available for years, it’s up to the devs to make it work
GregTheMadMonk@reddit
They could also make it look not generic. They do not, however. UE4 used to be my fav engine but today the only thing this logo signals to me is that the game will look generic and run like shit, unless it's a one in a million AAA game with actual care put into it
es1vo@reddit
It's like they are built on the same engine. Go figure.
TheDinosaurWalker@reddit
Completely unrelated to the engine
b400k513@reddit
I've yet to play an Unreal game with satisfying physics as well.
runswithclippers@reddit
Ask photorealistic ones maybe, but there’s tons of games that use UE and have interesting art direction that isn’t photorealistic. Hell you can make 2d games in EU.
vicsj@reddit
I think it's mostly the preset post processing in UE that makes all the more realistic looking games appear very similar.
Circus-Bartender@reddit
I am pretty sure you can also make 3d games too in European Union
runswithclippers@reddit
😂😂
Zesty-Lem0n@reddit
I would imagine it's that you're seeing companies slash production costs alongside using UE so they are hiring amateur UI/UX people, and using the path of least resistance implementations of game mechanics. So yeah, a game without any soul is going to look the same as any other when they share an engine. It's like judging compsci 101 projects, they barely know anything, of course it all looks 90% the same. And when given a generic task, they all independently come up with a very similar generic solution.
Knight_D-Lark@reddit
Visually, they always end up looking either hyper realistic, or like Fortnite.
DickHydra@reddit (OP)
Had that talk with someone else just recently about this exact topic. He said that would only be because everyone is using the basic shades/meshes, and that UE is actually pretty versatile.
Not necessarily disagreeing with that, but I can still tell if a game with a realistic artstyle is using UE. They all just have that "sheen" to them.
Cyonx818@reddit
It’s the lighting engine and the way shadows are rendered. Ironically enough, Epic themselves makes some pretty unique looking stuff with their own engine by pushing the limits of what it can do. The matrix demo from a few years back is a good example. The lumen lighting in that is ridiculous
J0lteoff@reddit
Persona 3 reload looks pretty different from black myth wukong
Salaino0606@reddit
One day we might get a real engine 😔✊
TheCreepWhoCrept@reddit
In Bethesda’s case, specifically, I find it hard to believe this’d be a bad thing.
niTro_sMurph@reddit
How will this effect the es6 moding scene?
ab12848@reddit
doesnt matter, considering how mediocre is starfield, I dont have any hopes on es6, and modding scene wont be good in the first place if the game dont worth modders effort (just like starfield)
Drunk_Krampus@reddit
Starfield is currently Nr.15 on Nexus of the most modded games of all time despite being only a year old.
I just don't understand why so many people live in their own fantasy world where Starfield was a massive flop. I didn't like Starfield myself but I can accept reality for what it is.
RangerF18@reddit
Starfield has 4000 to 5000 daily players. Skyrim has thrice that on a good day. Starfield was a flop, you'd have to do some serious mental gymnastics to convince yourself otherwise.
IKetoth@reddit
Comparing a new IP to the seventh best selling video game in human history is a LITTTLE disingenuous, 5000 daily actives is still more than the overwhelming majority of games.
anthonycarbine@reddit
It was literally the 11th top selling game in 2023. It actually beat elden ring in sales.
IKetoth@reddit
yup, people acting like it was some huge failure lol
anthonycarbine@reddit
No one is attacking starfield's sales lol. It's a failure because people realized it's a shit game after they bought it
IKetoth@reddit
again, it's FINE, it's not great, but it's certainly not shit, it wouldn't be 100-200\~th most active players on steam -right now- a year after release because it's bad, it's just a game.
anthonycarbine@reddit
Starfield was the first Bethesda game to stop the trend of the newest Bethesda game to be the most popular on steam
TurtleFisher54@reddit
Now if we take a look at the budget.... Oh God
RangerF18@reddit
Starfield was one of the most anticipated and decently hyped games of the year, by a studio of which any and all releases since Skyrim have been anticipated. People aren't playing it because it should have released 10 years ago. The overall score of 59%, the recent score of 47% and the DLC score of 30% all point to it being a bad game. After the first month the game lost 200k active players. After the second another 93k. There's nothing disingenuous about that.
IKetoth@reddit
Man, its a single player RPG that is still in the top 150\~ ish games on steam after more than a year. It's /fine/
It's obviously not bethesda's best game, but it's still one of the better RPG experiences out there compared to the general chaff, there's only a half dozen studios that can put out a more compelling RPG than starfield.
RangerF18@reddit
Bad replayability, bad scores, bad game.
IKetoth@reddit
"stop having fun damn it"
Randolph__@reddit
Despite what a lot of people say, Starfield is decent. Dated and flawed, sure, but it's fun. It's not everything I wanted, but it met what I wanted from it.
There are some unique parts of the game that I really love. Zero g combat for one.
The only other game that does zero g FPS combat in the same way (better) is Star Citizen, and that game is over a decade in development and will probably fail.
EtheusProm@reddit
"Anyone can be a winner if you set the bar low enough."(c)
anthonycarbine@reddit
15th is dogshit for a Bethesda game on Nexus considering all others are the top 10 and it can't even beat Morrowind which is a game almost no one plays
kuenjato@reddit
Compared to Skyrim it was a massive flop. Bethesda will never match what they had in 2011 on any case, there games are 15 yrs behind in design and they run on gamer nostalgia fumes more than anything else.
Realitype@reddit
Skyrim is literally in top the 10 best selling games of all time. By that metric almost every game is a flop.
But if you actually look at things realistically, Starfield was financially successful for Bethesda.
mymemesnow@reddit
I have very high hopes for ES6, they know what people think and they know what made Skyrim so amazing. They could make something great.
However if ES6 isn’t better than mediocre I’ll lose all hope and love I have for Bethesda.
DickHydra@reddit (OP)
Unless they completely change the formula with ES6, I can't see how they'd mess this up. It's a different game than Starfield, meaning you can't make the mistake of having 1000 planets or whatever.
But yeah, the writing is a whole nother thing.
EtheusProm@reddit
Don't underestimate Tood, he'll make TES6 into Battlespire 2 and have a 1000 shitty generated worlds with one village of 4 houses each, all accessible through your massive time- and resources-sink home.
Weeb_twat@reddit
Unreal is somewhat easy to use to create mods of existing games. From the top of my head I can think of Squad, plenty of mods that add new guns, models, and even the full conversion Star Wars mod that looks like what Battlefront 2 could've been.
mymemesnow@reddit
It won’t, Bethesda is most likely use Creation engine 2, I find nothing to suggest otherwise.
Anon is spreading misinformation.
Dry-Committee-4343@reddit
Modding was so prevalent in earlier Bethesda games because the creation engine had tools to mod the game, unreal engine will not have those tools unless Bethesda decides to make custom modding tools for their game. UE games are not known for their modding capabilities.
sippyfrog@reddit
From my personal experience, not good. Most of the unreal engine games I have played have been severely under-modded due to the technical difficulties of doing so.
Basically the easier it is to do the more you'll see, and less when it's harder.
For comparison, Unity games are supposedly so easy to mod you'll find people doing so for even games that never intended it to be (Tarkov). Just look at KSP, cities skylines, etc. Those games live BECAUSE of their easy to get into modding scene.
FailingAtNiceness@reddit
I don't understand how Unreal is somehow easier for game devs to make games but harder to make mods for. I must be missunderstanding something
Snazzle-Frazzle@reddit
To put it simply, the UE that devs licence for their games is different from the personal use UE and there are numerous compatibility issues while the unity a game dev company is the same unity you can download and use for it, the company would just have to pay a licencing fee since they are using it for a commercial product.
FailingAtNiceness@reddit
That makes a ton of sense, thank you
sippyfrog@reddit
I agree, I know Unity is also incredibly simple to develop in, but clearly something is different. I have heard it has something to do with how the two handle assets (models, textures, etc.), but hopefully someone with experience chimes in.
BaitGuy@reddit
Professionals with years of experience in one engine are easier to onboard for your gaming company than it is for amateurs trying to modify the game they like to play in that same engine
theyeshman@reddit
Some of it's on game devs too. Some devs release amazing modding tools and extremely well documented APIs for modding and some actively try to make it hard to mod their games, or half-bake a tool once they learn players are modding that unintentionally makes it harder.
Factorio is the gold standard for moddabiliy IMO, it's on a custom engine build just for the game, and has its own bespoke mod manager and well documented modding API. I'm an absolutely trash programmer and even a hobbyist schmuck like me can make quite game changing mods in it.
MetaCommando@reddit
Hell Blade and Sorcery hired some modders
nuuudy@reddit
When it comes out in 2050? Idk, by then we may have some help with brain chips or something
MiruCle8@reddit
Why make a proprietary game engine if you can hire people who are good with an engine that already exists?
xjrsc@reddit
because your proprietary engine is likely better suited for the game you're trying to make. What other reason did you develop it for?
truedeathpacito@reddit
Yea but then you have to have teams to further develop and maintain the engine and teach everyone about your engine, with how inflated game budgets and development times have already gotten is it worth it?
xjrsc@reddit
Yes, it is worth it because it will lead to a better product.
But Publishers/Execs at game studios don't care about a better product, they care about getting sales while ensuring development cost and time is minimized.
Arras01@reddit
It is not automatically a better product. Custom engines can also easily lead to a lot of jank, especially as it gets older. Just look at anything by Bethesda.
xjrsc@reddit
Name me a UE game with a better modding scene than literally any Creation Engine (or early) game.
patrlim1@reddit
Think of this from the companies point of view, you can;
1. Look for a competent programmer who can use the programming language your engine uses. Teach them any proprietary languages your engine might use. Teach them the engine tools.
Hire a whole engine team to develop and maintain an engine as well on top of that
2. "Looking 4 unreal dev"
PeanutPoliceman@reddit
Personally, even though Unreal Engine's rendering capabilities are far superior than the engines mentioned, making it optimal is a pain in the butt. UE us notorious in hoarding resources even on minimal scenes and simple rendering. If you have 18GB it will devour it in matter of minutes, and it's all laggy and glitchy. After a year of working with it I fried my laptop cause of constant overheating, and friend my brain cause of Unreal C++ which feels like C99 + unreal crutches all over. Disparity between documentation and actual classes is unreal. Additionally it feels like 30 separate developers worked on different modules and the API is as wild as C99 allows you to do (close to 2000 ways of shooting yourself in the foot) which are all successfuly implemented, and holes patched with bandaid. If you are curious, compare class modifiers from different modules like AActor and FCanvas
sancredo@reddit
Bethesda will never switch to Unreal, even though they're the studio that should switch the most.
page395@reddit
“Companies suck why do games take so long to develop now”
“Companies suck why are they using easier tools to develop their games”
kriswone@reddit
Unreal is the best, flat out better than every single engine ever made.
...and you're asking why they would use it?
darksidathemoon@reddit
RE Engine stays strong and still has amazing visuals and preferences
uaxpasha@reddit
Latest goat of engines. Gameplay is such a pleasure on RE Engine. UE never gives this feeling to me
FreljordsWrath@reddit
And good god, tell me about that performance.
I'd get a solid 60fps on low settings with my shitty old laptop at 720p playing RE2R.
Upgraded to a beefy PC and I'm getting a consistent 120FPS with everything maxed out at 1080p.
No sutters, no bugs, no crashes. Just pure perfection.
satracs@reddit
Capcom engine the only one remaining?
Teln0@reddit
To be honest UE is kinda good
genericmediocrename@reddit
Based RGG Studios used Unreal once and then never again
TysoPiccaso2@reddit
I really hope they have a significant engine upgrade with the next game or game after that because the dragon engine has really been aging recently, the overall look and the environments are still great and all the pre baked lighting looks nice but things like shadows look really weird and low quality and the level of detail gets pretty bad in hawaii
AlphaPooch@reddit
Silent Hill 2 that just dropped is on Unreal
NotaElevator@reddit
And it runs like shit (on PC at least)
TysoPiccaso2@reddit
Even at low settings the game still has some sort of lumen ray tracing enabled it seems, a lot of unreal games recently just seem to have had really shit scaling where yeah at low settings sure it looks incredible and still runs good for how it looks but the performance still isn't what some people want and you just can't turn it down anymore than it already is
AlphaPooch@reddit
Glad im not the only one...
Oshawott51@reddit
As flawed as the creation engine is I will miss having all those console commands memorized since playing Oblivion and Morrowind.
bob1111bob@reddit
The biggest loss will be that their games will lose a lot of the jank associated with the creation engine
Consistent-North7790@reddit
What would be funny is a mod that makes it have the jank of the creation engine
Oshawott51@reddit
Yeah I know, I've just been around it pretty much my whole life so I know it very well but we were making fun of it for being outdated 15 years ago.
bob1111bob@reddit
I’m gonna miss them performing their necromancy tbh and the modding scene will just about disappear
Omegawop@reddit
I don't think modding dissappears.
greeplegropfinger@reddit
Isn’t the reason modders are so prevalent with Bethesda games because of the creation engine?
Omegawop@reddit
Sure, but I think it's moreso how Bethesda games are designed that makes them so popular for mods.
Basically they are huge open worlds with a bunch of npcs standing around waiting to be interacted with. You could make Skyrim into an entirely new game by just replacing the script and modding nothing else.
Also, keep in mind that there are tons of mods for games like monster hunter, Darksouls, Tekken, GTS etc. Games that use a variety of engines.
The thing is unreal5 has a ton of canned assets and is reportedly easy to work with.
I think modding disappearing is about as likely as pirating going away.
Derproid@reddit
Nah it actually is the creation engine. Like look at Cyberpunk, it's basically the same style of games but Beth games still have a shitton more mods than it. The beauty of the CE is that you don't need to know a lick of coding to mod with it, and with just learning Papyrus (which is a pretty basic language) you get pretty much everything the game designers had access to.
Omegawop@reddit
Cyberpunk came out a few years ago. Skyrim came out almost 15 years ago.
Cyberpunk has a fuckton of mods also.
The point stands, modding is not going to "disappear" just because a new engine is used.
InternationalFrend@reddit
Skyrims most downloaded Mods on Nexus include DLC-sized Quest expansions, groundbreaking new game mechanics, improvements and variations for every visual aspect from textures to animations and many more.
Cyberpunks most downloaded mods on Nexus include 80% Visual upgrades and UI changes that are improvements but aren‘t that different from the base game.
Your point doesn’t stand.
Omegawop@reddit
When did skyrim come out again?
InternationalFrend@reddit
All mods I mentioned were out in 2015
Omegawop@reddit
Uh huh. Okay.
Well let me just put it this way. If modding "disappears" with the release of the next Elder Scrolls, you are right. If there are still fucktons of mods, like there are for a host of games, not just Skyrim, than I am correct.
Let's just wait and see.
VicariousPanda@reddit
No one is saying it is going to disappear, big dawg. We are saying that the creation engine was a huge part of why the modding scene was so accessible, and why there were so many more mods as opposed to other games. As someone who made a couple mods, I can assure you.. it was the creation engine.
Your argument about the amount of time cyber punk has been out is terrible. The modding scene isn't even close to being where Skyrim was within the same period of time. You will not ever see the same size or depth of mods in cyberpunk as Skyrim just due to the accessibility.
InternationalFrend@reddit
Why are you so stubborn, of course there would be a fuckton of mods but the majority would be small fixes and little additional content like with most Unreal games. But the quality and scope of these Mods would be extremely lower than what we were used from creation engine.
Just tell me one(1) Unity game mod which is somewhat comparable in scope to something like Vigilant for Skyrim.
Omegawop@reddit
Neverwinter nights. Older engines have more mods because the game has been out longer and the scope is very broad.
Again, I'm responding to the guy who days modding "dissapears" with the creation engine.
I doubt that highly as the next generation of modders will be learning on new tools in new games.
In 15 years you'll probably have plenty of extensive unreal engine mods for any game that people want to mod.
InternationalFrend@reddit
Ok let’s hope that. I still find it unlikely, because of the Engine being as unwieldy as it is for modders.
intoxicatedpancakes@reddit
Modders are always gonna find ways to mod games, but not only is creation engine super easy to work with, Bethesda also supports modding with an in game mod manager. Granted, you need to get MO2/Vortex and a script extender for more complex mods, CE is just super easy to work with.
EtheusProm@reddit
The guys behind Nehrim and Enderal moved on to UE for their next project.
The guy behind Forgotten City moved his mod to Unreal Engine already and successfully released on PC and consoles.
The only people still around are Beyond Skyrim and the unsinkable Tamriel Rebuilt, and it's a good chance for the former to release before Skyrim 2, so we'll see where that team will go.
MAKE_ME_REDDIT@reddit
Won't modding be easier? More people are familiar with unreal
Dionyzoz@reddit
Unreal isnt as mod friendly iirc
master721@reddit
Maybe but at least every UE game as native mod support. Once one is made you just drag and drop into your files and it automatically loads. No more dealing with companies trying to make modding impossible to actually implement into the game
throwaway6444377_@reddit
so now they'll just suck :(
titanbuble14@reddit
Lol i what
Sentinel-Prime@reddit
Biggest loss will be the two decades of experience, YouTube tutorials and tooling that the community has accrued
mymemesnow@reddit
Isn’t ES6 gonna use Creation engine 2. I find no info that Bethesda plans on using unreal engine. All sources I find mentions CE2.
Randolph__@reddit
Damn I didn't even think about that. I'm so familiar with the physics engine from Skyrim, FO3, and NV. It will be a hole to play without being able to screw around with commands.
ES6 will be a better game using UE, though. Bethesda needs change, and the creation engine is starting to get pretty dated even with the updates made for Starfield.
gkamyshev@reddit
As if it will ever come out lmao
IudexJudy@reddit
Hope it doesn’t fuck the modding scene
Recipe-Jaded@reddit
nah, people make all kinds of mods for UE games. There's even a VR mod to make just about any UE game VR
DickHydra@reddit (OP)
That isn't even a real rumor. It's only what everyone is wishing BGS would do, not realizing that UE is notoriously bad for the type of game they make.
Otto_von_Boismarck@reddit
They already confirmed they're not switching so don't worry.
itsallgoodintheend@reddit
It's easier to hire people with experience with a widely used engine. It's better to gain experience with a developer-agnostic system. It's easier to seek information from a wider network of people if you run into a problem.
The only downside I can see is creating a monopoly in game engines.
TickleMonsterCG@reddit
It's a good engine and easier to hire for, what's not to love?
an_achronist@reddit
It's because unreal engine is both accessible and really really good
wappledilly@reddit
Monkey’s paw—none of the game devs take the time to optimize, so everything is a stuttery mess and performs like shit in many cases.
an_achronist@reddit
True, that's the issue with using unreal is that devving in unreal is hardware hungry. In an ideal world Devs would be forced to develop on "consumer grade" machines, ie max headroom of like 12gb vram and 32gb ram to force them to "make it work"
wappledilly@reddit
Honestly it would be fine if VRAM was managed better (well, tbh I’d be just as happy if Nvidia would just put an acceptable amount of VRAM in their mid-tiers like AMD).
“Too resource hungry” isn’t a problem when you have a resource surplus…
yawn18@reddit
It's easier to hire experienced people who work in one game engine, than to have your own special engine that every single new person has to learn from the ground up.
Also this means they no longer have to spend money maintaining their own engine and finding ways to improve it to match the new standards of gaming as the generations increase.
With all the turnover in gaming, this is the most efficient way possible for devs to maintain speed and consistency even while letting hundreds of devs go every couple of years. It sucks and is awful but also makes getting into the field a little easier, for better or worse.
Pep-Sanchez@reddit
Bethesda is a terrible example, please drop the native engine for elder scrolls
Ragfell@reddit
The hope is that by using the same engine, knowledge can be pooled and developers can be shifted more easily from project-to-project and studio-to-studio. Remember, MS bought many studios and IPs earlier this year to compete with Tencent and EA.
Deoxke@reddit
Bethesda swapping for unity 2006 would still be an uppgrade
DennisDEX@reddit
Glad RAGE engine ain't going
brandon0809@reddit
Woooooooo, more TAA blurry dog sh*t let’s goooooooooo!
yung_gravity_@reddit
there is a great dev talk from valve devs talking about how creating an engine while creating a game at the same is a terrible idea and is the reason they stopped making games while source 2 was in development
GaudiaCertaminis@reddit
The people they’re hiring can’t cope with in house engines.
pricckk@reddit
I feel like saying the words "unreal engine 5" to gamers is like saying "treat!" to a puppy. Sure its a really good engine but its very fucking hype just because of all the great looking indie games that have come out of it.
Fryndlz@reddit
In 2024 it's becoming increasingly clear that you either make games or you make engines. There's no way a bunch of seniors programmers in your company's basement can compete with a whole 1000+ enterprise dedicated solely to developing engines.
The problem with gamedev being so secretive about how the sausage is made is that the regular gamer barely even understands the jargon, let alone the process, but THINKS they do. Example: people will play a polished standalone demo and call it a pre-alpha build. What a pre-alpha build actually is is a greyboxed piece of shit, more like a sketch of a game with shit just roughly blocked out. Y'all have never even seen a pre-alpha game, you just think you did because marketing told you so in a carefully constructed and planned media release.
ToAbideIsDude@reddit
In Bethesdas case it’s because the creation engine is a Frankensteined engine still in life support from the days of Morrowind and is convoluted and limited in function.
Unreal will fix a lot of their issues.
I liked Red Engine, don’t know how it is to work in but it seemed like a pretty impressive one.
Snoo_54302@reddit
UE5 is literally one of the best engines around. No wonder everyone is switching.
BlackIceing@reddit
The real villen was capitalism the whole time.
Apprehensive_Lab4595@reddit
What they do is take Unreal engine and modify it to their needs. It is better and cheaper if somebody else maintains half of engine they are using
mymemesnow@reddit
Isn’t ES6 gonna use Creation engine 2. I find no info that Bethesda plans on using unreal engine. All sources I find mentions CE2.
TheFurryofFury@reddit
Bethesda fans for a literal decade: You need to get rid of the creation engine.
Bethesda: We may be getting rid of the creation engine.
Bethesda fans: What? No, you can't do that!
LordVaderVader@reddit
Didn't Unreal Enginge create nanite technology which can create graphics with 33 million of polygons or smth like that?
uaxpasha@reddit
Great but don’t we have great graphics from like 2015 (Arkham Knight) or 2018 RDR2?
Maybe it’s time to push better animations and more satisfying ragdolls. I feel like GTA IV is still the goat with euphoria and nothing was better apart from other rockstar games. And GTA IV came out 16 years ago
aVarangian@reddit
it just dynamically reduces the number of polygons based on distance, instead of having multiple version of the same assets for different distances. It's just LoD 2.0
Derproid@reddit
How could doing that dynamically possible be better than pre-generating them?
aVarangian@reddit
And less redundant assets needed.
Tillustrate@reddit
Little to no pop in
Lost_Kin@reddit
I remember watching a video saying nanite is not a as great as it sounds, and sometimes it can generate worse performance than simpler optimuzations.
ImPlento@reddit
Yep it's black magic
secondcondary@reddit
It's easier to optimize games in UE (just don't)
uaxpasha@reddit
It’s easier to make good animations with UE (just don’t, everybody talks about graphics anyway)
sireshipadio@reddit
Curious to see how a bethesda game with unreal engine would play, RIP TGM, TCL & Unlock
Lonely_Eggplant_4990@reddit
Because UE5 works, looks good and devs know how to use it already
gloumii@reddit
When you keep a very sophisticated tool that can be completely different from the others that then requires months or even years to master it you can be sure that you have to keep people for years for them to be efficient at their work. Problem, no one wants to keep them AND they might leave after like 2 years of work anyway.
So just use a tool everyone already uses
NuclearLlama72@reddit
Why make your own engine when UE5 is going to be better than anything you yourself could produce?
Making your own game engine is incredibly difficult. You need to have an extremely good understanding of advanced calculus, physics and linear algebra.
If you're smart enough to make your own then go for it, but if you aren't then just use the superior product.
Anen-o-me@reddit
When you build an engine and a game, that's twice as many things that can go wrong.
And it's not necessary anymore. Modern game systems have much more leeway than in the past, and UE is extremely good, better than anything you could build in a few years.
durashka228@reddit
i just hope next fallout will finally work on something what allows vehicles
this gremlins in bethesda can make 10k mile open world but cant make a working car
King_wafel@reddit
Reasons to use a custom engine are very rare.
Why use custom engine when an already existing one does everything you need it to do?
Noita uses a custom built engine because theres no other engine that can simulate every pixel to obey realtime physics, not because they thought it was a fun vanity project
StandardN02b@reddit
As long as the developers don't get any funny ideas about revenue, again, it's all ok.
somemeatball@reddit
That was unity.
Brickman274@reddit
Sure, but if they are the only go to game engine, who's to say they won't
Extreme-Kitchen1637@reddit
There are now open source engines like r/Godot
Direct-You4432@reddit
Unreal is opensource?
nickybootybandito@reddit
I think the hate is because it is unlikely that Godot will be utilized as a game development engine for large companies who are switching to Unreal. Its more of an indie game/small scope engine
Forghotten1@reddit
You don’t need to teach people a whole new engine if they already know how to use unreal
Modred_the_Mystic@reddit
It makes it easier for the community to fix the broken piles of shit they'll inevitably release
Explorer_the_No-life@reddit
Honestly, CD Projekt giving up on improving their own engine for Unreal is huge mistake, which may bite them in the ass hard in the future. For Witcher series and Cyberpunk they had full control of creative and distributing process. Now they are on mercy of Epic. Nothing good will come out of it. Well, maybe except for porn for characters in new Witcher game, for some.
Ornery-Example572@reddit
UE is constantly updated and up to date whereas inhouse engines need dedicated developers to keep them up to date. TLDR; welcome to capitalism Anon
Foxehh4@reddit
They all spent a ton of money to make singular-use engines that are at best as good as Unreal.
unusualyardbird@reddit
They can hire more Koreans and Chinese to make the game for them.
meatslapjack@reddit
It’s about time Bethesda dropped their in house engine, it’s fucking ancient
stop_talking_you@reddit
they kick out all the nerds who maintain the engine. but they replace the nerds with idology workers so thats what you will get.
PhantomTissue@reddit
Looks like epic is finally getting that gaming monopoly they wanted, just not the same crown Steam is wearing.
TheOneWhoReadsStuff@reddit
In bethesdas case, their bullshit engine is like 30 years old at this point . They desperately need to innovate and move away from all that clunkiness.
rinkoplzcomehome@reddit
Because engines like Frostbite 3 and Slipspace were made by people that are no longer working with the companies that use them. I would say that some in house engines work wonders, like ID Tech 7
passonthestar@reddit
It's a symptom of brain drain.
I don't keep my finger on the pulse too hard, but I've heard plenty about talent dropping like flies
crimsonpowder@reddit
same reason every company with an app isn't writing their own OS
Limmmao@reddit
Yeah, Unreal is the Windows of OS. MacOS is like Unity and Ubuntu is more like Lua.
Sure there are other flavours of Linux just like there are other engines, but only whacked crazy projects would require writing a kernel from scratch.
mrheosuper@reddit
Maintaining software that no-one else except your company is costly and time-consuming.
That's why many companies switching to open-source softwares: they can benefit from the community.
StormR7@reddit
There’s only 2 reasons to make your own game engine. 1. It’s impossible to do what you want to do within the limitations of every existing engine, and 2. You want to challenge yourself for fun.
That’s it.
Even Valorant is making the switch to UE5, and riot probably has more money than any other developer besides like valve.
FatewithShadow@reddit
Because those who know how to use the engine left/fired now they hire idiots.
ramirex@reddit
I mean game studios focus on games and maybe cook engine in the back. Main product of epic games is Unreal Engine which they been working on for very long time. It's simply most polished and advanced engine out there with large pool of people who have some experience on it to hire from
Jerethdatiger@reddit
Using the same engine for so many games not sure what I think of it
Nightmare_Sandy@reddit
while the chad RGG studios tried unreal engine once, and immediately dropped it for their house engine
officeromnicide@reddit
And yet most games produced in unreal look soulless and dead
Eikdos@reddit
I mean if Metaphor demonstrates anything, it's that in-house engines *should* be dropped if they're very clearly behind the times. Especially if your studio has already been using Unreal to great success.
throwaway6444377_@reddit
it is really sad
every game gonna look the same now that all anyone is focused on "ultra 4k hyper definition realistic down to the blades of grass" graphics and EVERYONE is on the same engine
yamfun@reddit
What's next, should game dev invent their programming language too?
eXclurel@reddit
Think of it like this:
You have your own shitbox and the maintenance is taking a lot of your time. Suddenly you find a company that offer you a rental that is both new and constantly maintained. Sure, it's a little pricy than taking care of your own car but at least you can focus more on your trip than always thinking about how to improve and maintain a car.
runswithclippers@reddit
Even then is it more pricey? You have to pay people who develop your engine, do QA on it, host it, do documentation for it, all while game is being developed. Whereas with UE you only pay a portion of sales. Say that your engine costs 10-15% of the budget of the game (I’m sure it’s much more in some cases), UE is only 5% of gross sales. You’d need to sell 2-3x the budget of the game to consider it more expensive.
Well-Rounded-@reddit
Engine development and maintenance is becoming more expensive over time. While it might be comparable in price to maintain your own engine vs rent it today, in just a few years it will be cheaper to rent one as development costs continue to rise. However, there is always the whims of the market, and if Epic and the Unreal Engine possess a monopoly, they could set the price to be whatever they want
cococolson@reddit
What an insane thing to be upset about. Anon is dumb.
Every other big software tool is open source or at least if it's for profit there are lots of contributors, education materials, etc.
Now that big AAA videogames have similar needs (3D space, shooting, interaction with objects etc all pretty similar) why not standardize the tools?
What's weird is actually how long they held on. Imagine if every movie studio has their own video format.
quiznos61@reddit
Loss of RED engine and FOX engine really does suck
Spice002@reddit
Yes actually. For games that use in-house engines, the majority of dev time is spent fixing bugs in the engine and adding needed features. UE5 is already feature-rich, easy to modify, and on top of that easy to onboard new devs, as opposed to using Shit Engine that only Piss Studios uses because it's their own proprietary engine and no one outside of their studio would know anything about it other than what's public (which would be very little for the sake of protecting their copyrights and patents).
drmorrison88@reddit
Anon discovers standardization. Next will be the thread about being absolutely baffled that a bolt they bought at Lowes fits in a nut they bought at Home Depot.
whalemix@reddit
Why spend money and time trying to make your own engine when you know Unreal is just gonna be better anyways? Same reason every game launcher except Steam is a failure. None of them are ever going to be as good as Steam
DiabeticRhino97@reddit
Easier to learn an engine than to build one
-BluBone-@reddit
RIP the Fox Engine. I'm sure it's tough to build with it but MGSV just played so perfectly.
-BluBone-@reddit
Yes
Yubei00@reddit
And you need really skilled engineers to develop engine. To have such employees you need to pay them well. Guess what majority of gaming industry does not do. Yup, paying well
Recipe-Jaded@reddit
since UE is available for all, more people are able to learn it. Much easier pipelines when everyone on the team knows how to use the engine. On top of that, you don't need a ton of developers dedicated to the engine itself, UE will do the leg work for you.
UKLord@reddit
Most games made with the UE are clunky, soulless and generic. I hate when big Studios use it, it's acceptable if it's for AA games, or mid port AAA
xX_SkibidiChungus_Xx@reddit
Anons plz tell me this isnt real abt bethesda I genuinely love their wonky engine because of the flaws like dying when you lightly tap a car or randomly ragdollingn for no reason plz tell me this isnt real bros like i love unreal engine but bethesda games have a certain magic plz plz plz plz plz plz plz tell me this is all just a larp
ciknay@reddit
Unreal is known by many more developers. Easier to get them onboarded.
It's also expensive as hell to make and maintain your own engine, as well as develop the tools needed to make development work.
Temporal_Enigma@reddit
Because it costs money and time to use proprietary engines that are usually outdated and less feature rich than ones like UE. Furthermore, lots of devs use Unreal or similar while educating, so they already know how to use the engine, thus making games better
LITker@reddit
Unreal engine makes all games look the same
TheLeastFunkyMonkey@reddit
Okay, but Bethesda switching is probably for the best. Every game they've made has been basically an increasingly complex mod for Oblivion.
official_swagDick@reddit
Most games go for hyper realistic look now and UE is good for that. Not to mention having a standard makes it easier to work with. Having different engines used to be more important because games had different needs and limited resources.
Derpy_Hot_Dog@reddit
A lot of these engines that CD, Konami, and Halo (especially fucking Bethesda) are ancient and built upon paddlepop sticks. Much easier to pay for a well built engine that has functionality for new technology (VR, dlss, rtx, that one amd upscaler).
Plus Unreal Engine 5 is just nicer, ESPECIALLY compared to the creation engine.
MCButterFuck@reddit
100% for more contract work
The_Syndic@reddit
I hope Elder Scrolls does switch. Their engine is the worst part about the games, feels really dated now.
cool_epic_bruh_gamer@reddit
when it comes to halo, correct me if i’m wrong but wasn’t the slipsace engine primarily based off the previous engine BLAM? that was used for all the games before infinite? i’d imagine it might be time for a full change due to it being outdated??? i’m really not sure how this stuff works though
Pathogen188@reddit
Yeah the Slipspace engine was a modified version of the original Blam engine. From my understanding, between the MS hiring freeze + contractor policy, a lot of the struggles with Infinite came from simultaneously trying to develop the Slipspace engine as they were developing Infinite while also having to teach said engine to new contractors who wouldn't understand the engine until the end of their contract, where they would be replaced by someone new who didn't know how the engine works.
Part of it definitely just comes down to the Slipspace engine being old and inefficient but part of it also stemmed from how broader policies affected how 343 was able to manage staff. At a certain point, they had a very old engine that was actively being overhauled by a rotating cast of devs.
Schowzy@reddit
Is Source 2 available for devs that aren't valve? I have no idea how good or easy to work with it is, but if it's available in surprised no one has used it besides Valve. CS:2 and Half Life Alyx look incredible.
Substantial-Cat2896@reddit
Unreal engine has yet to prove itself if it can do a big open world like cyberpunk or fallout. The unreal test i see has not been in the main world due to fps issues
DrScience-PhD@reddit
TES6 on unreal is the best gaming news I've heard in 10 years. put that gamebryo bullshit out to pasture.
Kelimnac@reddit
I’m particularly upset about Delta because of how neat the FOX Engine was, it felt perfectly logical for Metal Gear to have its own engine
But Kojima is gone so anything Konami does with the license now won’t have his spark, so I’m not surprised to see them switch
runswithclippers@reddit
I think the better question is what does the FOX engine NEED to do that makes it necessary to do in-house over UE. My guess is not much. Maintaining an engine takes time and money away from developing games ultimately, and if you can outsource that labor per se, you can crank games out faster.
Postaltariat@reddit
Outsourcing has been a disaster, causing nothing but failures and problems for the industry. There is a big difference between works that rely on outsourcing vs long-term in-house devs
runswithclippers@reddit
Outsourcing causes a problem when it’s only done for monetary reasons. If theres a technical reason for it, you’re going to get better results. Again, my argument was about whether you need to develop your own engine. Because MG doesn’t do anything groundbreaking that UE can’t handle in terms of physics or rendering , it’s just more overhead for Konami.
Take the game Noita, that game needs a custom engine because it RELIES on the particle system for the whole game to function. They knew they could optimize and do it better than UE or other engines, so they made their own.
Shooters aren’t that complex from a technical standpoint.
TopHatDwarf@reddit
Also, the fox engine does miracles. MGSV looks amazing and runs on literally anything at 60fps locked.
hateful_liam@reddit
Concord is an example of a game who had a lot pf DEI hires and had to outsource the actual game development to skilled people, and it’s easier to find contractors that work with Unreal. CDPR has had a lot of leadership turnover in the past years. Most of the team that was there for the Witcher 3 are in other studios now, including the director. They are now in a DEI fueled venture (not according to me, according to their website), so they will have to outsource a lot as well. Don’t keep your hopes up for the Witcher 4
TysoPiccaso2@reddit
lol cope
hateful_liam@reddit
I don’t have to. It’s fun to see woke games fail time and time again, it’s absolutely hilarious to see Sony invest 400 million dollars on Concord and lose every single penny. It’s satisfying to see Ubisoft’s COO seething on twitter because he knows the company is going under and he will be jobless. It’s entertaining to watch Dustborn’s having less concurrent players than “Sex with Hitler” on steam on the opening week. It’s also a joy to watch the lovely treatment Sweet Baby Inc’s members receive everywhere, that they have to hide their profiles.
princetrunks@reddit
As someone who's worked in Unity, Unreal and dabbled in Metal...the argument of building your own engine is indeed why this is...however, with the advent of LLMs, could some devs potentially do it more now with less effort than needed in the past? Hell, fork Godot and branch from there with an LLM to fix, improve and add custom features
Temporary-Double590@reddit
I feel like the industry has a hard time finding skilled game developers... The majority are either already employed or quit the industry all together. I can also imagine that with all these layoffs news less and less people are interested in this field.
That's why IMO a lot of recent games are absolute garbage full of bugs, you have a team of unskilled programmers helmed by a junior staff disguised as a manager so the only way to get even remotely good people is use something that can be learned by anyone on their own before they even step in a studio ... Beats spending months teaching them their custom engine
Cyonx818@reddit
You’re not far off. The last two years have been an absolute bloodbath for game devs. Legitimately it’s probably the worst situation for talent since the crash of ‘83. I spent 8 years at a AAA dev house and now work outside of the industry in “regular” software dev. It’s just not a safe place to try and maintain a career right now.
I feel bad for all my former colleagues whose skills don’t translate as easily to adjacent industries
CrustyJuggIerz@reddit
Unreal is insanely customisable and powerful, and having it standardised across studios will be beneficial.
Street-Goal6856@reddit
Unreal is dope. That's just my guess though. As long as they don't panderstone the game it'll come out fine.
ConscientiousPath@reddit
The main problem with this is that UE is owned by Epic instead of bring free or owned by a nonprofit foundation. That means that if too many studios drop their engines and fire their engine engineers, then 10 years from now they're going to start pulling the same kind of shit on developers that Unity did because they'll have an abusable monopoly.
I really wish all the big players were circling the wagons around something like GODOT instead. I get why they're not--UE has way more purchasable support right now--but this is going to come back to bite all these publishers in the future.
Yet another indirect casualty of the short term thinking a lot of big CEOs are incentivized into by the bonus-based pay structures that they feel they have to use as a work around against the current tax regime.
miko3456789@reddit
Halo studios put it very well in their recent video, saying that they don't have to be both a game studio as well as a tech company. That's the issue full stop I feel
Cyonx818@reddit
I actually have a good bit of experience in this area, having worked in the industry for one of the companies mentioned.
The reason why so many devs are heading to UE is the tooling, the polish, and, quite frankly, it being someone else’s job to create, maintain, and optimize the engine.
UE is incredibly powerful, incredibly versatile, and incredibly performant if you know what you’re doing… because it’s also incredibly complex.
Epic spends a lot of time polishing up those tools and the interface because that’s their job. If you’re a dev house, even a huge one, you have to make the calculations on whether it’s worth it to you to give up 5% of your games profit in order to not have to reinvent the wheel… especially when that wheel is probably as good or better than what you can make in house. Epic hires the best engine devs in the world.
A lot of dev houses do the math on that and determine it’s worth their while to outsource the technical part and focus on the game.
You better believe that Epic devotes internal resources to making sure those big dev house customers have the support they need to pull off their vision too.
Epic has a lot of issues, a whole lot, but the engine itself is solid gold.
Zuerill@reddit
Shit, I've yet to see a game that looks as good as Cyberpunk does.
dankspankwanker@reddit
The problem with everyone using UE is that eventually all games will kinda look the same
IIIEARIII@reddit
Because they are gaming studios and not graphics engines designers?
WarShadow110@reddit
Hopefully this is just a measure to give these newer devs joint them time to learn the new engine without making a serious flop purely because they struggled to learn while making a game. But that’s just wishful thinking sadly… :(
DickHydra@reddit (OP)
Saw this greentext also posted on Twitter with the usual suspects claiming that the only reason for the many switches is that key personnel who were well versed in a proprietary engine left the respective studio.
Sure, some may have left, but it's not like every studio only had one or two dudes who knew the tech and no one else.
Dr_Valen@reddit
Wonder how they plan to make mods work with unreal. Creation at least was established and easy to mod. Modders are the only thing that save Bethesda games. Can't rely on them to patch stuff and keep the game interesting just look at fallout 76. If they kill the mod scene then their games are gonna suffer.
Dontbeme9820@reddit
A company whose main thing is making a game engine would almost always produce a better game engine than something built in house except for edge case games with unique mechanics like Noita.
FVCEGANG@reddit
Its because unreal engine is better than 90% of in house engines tbh
PhantomCruze@reddit
Many of those in house engines are old and can't handle the upgrades and expectations of next gen gaming
That, and unreal made a deal with the Clintons on Epsteins island so everyone has to go to it so they can claim their immortality
NixR1007@reddit
Both
Gonedric@reddit
UE is the reason r/fucktaa exists
k3yserZ@reddit
Oh, so THAT'S why all these 'over the shoulder' 3rd person games are starting to look the same.
DragoonAle@reddit
If Bethesda doesn't switch their engine from the fucking '80s the game is DOA.
I've been out of copium since Starfield
Kjellaxo@reddit
A modern engine is certainly long overdue, but I'd argue that the biggest problem is, how the game that could've been Skyrim in Space turned out to be No Man's Sky at release BUT EVEN WORSE
Like... How do you even fuck up this bad? It's honestly just sad.
Frankospaghetti@reddit
I know you’re just reposting, but this guy’s a fucking moron 😂 in-house engines suck and ruin everything!
Guys, I have a great idea! Let's develop Cyberpunk 2077 on a game engine created only to make The Witcher 🤡
theyeshman@reddit
For games that are limited in scope, bespoke engines can work amazing. I already mentioned it in this thread, but Factorio is on its own engine and is beautifully optimized and extremely easy to mod in part because of its engine.
Frankospaghetti@reddit
Yeah ik, I just like to get a little toxic from time to time. I just get so tired of people questioning UE5’s legitimacy when demos & games for that engine have been insane.
StubbyHarbinger@reddit
Lazy
CorruptedFlame@reddit
Specialisation is a hell of a drug. Who could have foreseen that the company which focuses on game engines would make a better game engine than companies which only have game engines as an afterthought.
rokomotto@reddit
As if Bethesda would divorce from their engine.
Hcdx@reddit
Building an engine is hard and expensive. It usually winds up being easier and more cost-effective to license UE.
BlueMagmaDragon@reddit
This could never be Ryu Ga Gotoku and their Dragon Engine
Omegawop@reddit
Easier to hire on people and outsource, yes.
Neither-Phone-7264@reddit
Bethesda isn't switching lmao
therealAdam108@reddit
I hope this motivates epic to optimize their damn engine
Wolfstigma@reddit
Yes, it’s cheaper to have an industry standard that everyone knows and can use than try to homebrew one. Especially with all of the horror stories that come from companies trying an in house and failing
Al_Fatman@reddit
Short answer: yes.
Long answer: code building in game design is like a house of cards, but the base and certain areas are glued together. Certain areas are rock solid and work well, but when that ONE area doesn't work, and to fix it, you need to unravel that glued area, it quickly becomes a nightmare at times. And of course when that area is fixed and you run the code, but you find more issues...it's very discouraging.
Add in game models with glitchy vertexes and edges, models that don't work well with specific renders or patterns, and this is why game design takes months/years of work and dozens and dozens of people.
In the words of my old Uni teacher "Fix one code, find 5 more".
FieldOfFox@reddit
It’s also the ONLY ONE with any decent multiplayer, apart from Source, with a wide selection of snap-in anti-cheat systems that are pretty well proven.
Soluxy@reddit
Now they can create unoptimized games like always and blame it on a third party engine.
Hebbu10@reddit
Didnt one of the higher ups just say that they arent switching from creation engine.
Kerboviet_Union@reddit
Unreal does fine. Better to standardize like this and let those designers not have to figure out the string and tape mess of in house engines.
It also means third party modders get an era of commonality again, which is super good for communities and all sorts of good stuff.
MissDeadite@reddit
Bethesda won't do it because Unreal doesn't support modding all that well, which hurts creation club, which hurts their bottom line.
HorusSilky@reddit
Very highly doubt that Bethesda would dump their creation engine. I have heard that Helldivers might be switching to unreal next year though..
redditisbadmkay9@reddit
Late-stage capitalism: Microsoft, Sony, etc. continue making cost cutting measures by streamlining production and agreeing to play nice so as to maximize profits. Gaming industry has already been going the way of movies taking few risks on new IP, reducing competition by focusing on fewer products and higher budgets, collective price setting, etc.
Only thing stopping the complete enshitification is indie game production.
DoughNotDoit@reddit
accessibility, and most importantly cheaper to maintain
Jolt_91@reddit
I don't know, but it does give me a tiny little bit of hope back for TES VI
Don_Vergas_Mamon@reddit
They will most likely still need to learn the old engines to migrate shit over.